224,650 Commits over 3,714 Days - 2.52cph!
added radiosity bake to vertex colour channel on male_hairstyle_02
Uncomment steam integration stuff
Moved vertex occlusion input to vertex color red channel; disabled vertex coloring
quick timer refactor, cleanup
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Forced bias fallback only for alpha
update UI, fix hover area for menu button
added timer blinking anim
greyboxed >
cage module (prisoners/slaves transport)
short flatbed and long flatbed modules (storage modules)
Removed memory profiler because its not compiling
BaseTest, TestUnitExplosion
green vertex channel is now used to offsync movement in foliage
Fixed game not being paused on gameover
Fixed bugs created with vm Bow update, Reverted bow anim changes, re-updated to latest rig and mesh
Agent's active GPV will drain score from it's GoalPlan once momentum hits 0
Minimum momentum drain rate is now 0.01 (up from 0.001)
Animal/Combat/Defensive scoring fixes
Added button to open module in designer from the AI debugger
Added ActiveEmote keyword
Fixed bad priority dropdown in interaction lists
Various UI tweaks
Added interiors post volume
Fixed Playmaker build errors
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pixel chunk mass
can exit stage while on victory screen
Merge remote-tracking branch 'refs/remotes/origin/master' into switch
Power Station and static defense stuff
Fire trap now deals damage
gitattributes/gitignore
UE 4.14 support
Delivery mission task work
More floor overlap logic
-Added a Box Overlap with Rotation node to the function library
-Back to using classes and not spawning/destroying modules (old logic is still in place)
-Filled in data for the new corner module
-Can turn on debug mode on Gate to auto-generate a level (good for simulating level gen without having to play)
-Fixed a bunch of AI stuff throwing exceptions while game is running in simulate mode
-New floor logic works from an array of connectors so all of the possible connections on a module should be evaluated
Simplified - Decided missions don't actually need to know about THE package, and just knowing about the definition rather than the instance is enough. If missions end up with multiple packages, they can be different types (or the code can be updated).
Shared context mission work
Dialog
Multiple Dialog Strings added.
Improved some mission parameter stuff
Enabled water SSR tracing behind objects to help mitigate visible gaps
Making item receive task able to drop items into gang safes and so on