198,617 Commits over 4,140 Days - 2.00cph!
balanced mining crate loot
autoturret scans slowly instead of instantly flipping to new idle areas
autoturret turn noise lowered
peacekeeper mode laser is green
pump shotgun cost reduced significantly
scaled spears down
beancan holster info
Simplifying even further, using Serialize for NPC stats
holstered item display has new priority based on hostility
Simplifying things re NPC stats, trying a different system.
Deprecated custom BRDF + touched affected shaders
Speedtree shadow acne fix + deprecated transmission
created city_arena_3 added in lots of jumps etc
cleaned up prefabs to remove hidden collision
Fixed standard terrain basemap warning
added server convar to disable showing/networking of holstered items
Removing deferred override shaders (test 1)
hazmat offset adjustments
c4/pickaxe/hatchet/sal pick/sal hammer/sal axe/stone pick/stone hatchet support
Undo previous commit fuck it
restored old internal shader things to test build
Removed need for the NPC stats container objects
cleaver/revolver/rocketlauncher/sword/thompson setup
Working on a sync system for unique NPC stats. This is a WIP.
lr300/m249/m92/mace/machete/mp5/python/pumpshotgun/longsword setup
eoka/bow/DBS/f1/flamethrower setup
Dispenser.HasDispensable also validates that at least one of the interactions for the dispensable is unlocked, when applicable (should stop people picking up rocks until they have learnt to smash them)
build tool changes, standalone now auto runs in client mode and connects to EC2 server
added an S to CP in help panel
Item gathering module stuff
most functionality complete
Removed TakeFromDispenser hack, added DropItem Action to SmashObject interaction
Interaction.SmashObject no longer has held item condition
TakeFromDispenser drops item if held
A bunch more of foreach to for-loop conversions, when FA is used.
FOR FUCK SAKE help panel stuff
Desires++ now use for-loops instead of foreach when dealing with FAs.
A bunch of foreach to for-loop conversions where FAs are used.
FOR FUCK SAKE deleting shaders
EntityManager, Senses and WorldManager no longer use foreach over FA, but rather for-loops.
Audio no longer use foreach over FAs, but for-loops instead.
AIManager and PlayerController Commands no longer use foreach over FAs, but rather for-loops.