198,677 Commits over 4,140 Days - 2.00cph!
Automated Linux DS Build #32
fixed flamethrower going through shopfront
shopfront has same health/protection as sheet metal wall
small delay with process indicator when both parties have accepted (less jarring)
Automated Windows Build #32
Automated Linux Build #32
Added convars to toggle "immediate invalidate" feature on batching systems
Fixed race condition in mesh batch threading
Fixed billboard shadows
Fixed ST/foliage deferred transmission
Senses now uses AwarenessRadius for the entity perception check.
Convars to toggle batching threading
Bunker room prefab update
Pipe variants, prefabs, LOD/COL
Fixed Senses.CanPereivee IEntity overload not checking that perception data.IsPerceived is true
AI decision log/debugger improvements. Can view an ingame overlay for a group of decisions (e.g. target selectors)
BaseEntity.Query (boilerplate for octree entity lookup)
Ai fears player a bit more
Ai stops attacking and flees if tired
Updated car rig - save params, new drift mechanic
new tutorial task SFX test
wip valid target prediction for movement highlighting
correct settings for world model fbxs
adding normal/ao/vertexcolour to hex blocks
CodeGen (client compile fix)
Renamed Gunker to Shooter, fixed default squad attempting to have more units than max
Fixed issues with batched LODs getting randomly stuck
Increased the movement cost of heigher terrain
Ai: don't try to eat alive stuff
Ai: fixed not fleeing
Slasher unit setup for testing
Fixed some merge fixes (cs19123); fixed shader level not working
Fixed some cginc and shader outdated from main; touched rust/std
FOR FUCK SAKE texture/shader
TargetFilter.FindBestItemForBlackboardBuilding uses Item Value for Building Consideration
Fixed some building related conditions filtering by state when they should not (was preventing people from building upgrades)
Ai stop sleeping when being attacked
Changed some attack stuff to take a game instance reference, not a board
Fixed collider batching issue
Dispenser summaries and tidy up.