194,025 Commits over 4,079 Days - 1.98cph!
Sesnes layermask + raycast changed to ignore Units, only check for blocking layers
AntiHack keeps track of kicks and bans
Automated Windows Build #332
Defending others now works.
Automated Linux Build #332
* Added Player.AccountID
* Merged animstate(pose parameters for players) stuff from upstream
Seperated pistol and rifle ammo. Added a loader module.
Made Health Inverse be a bonus consideration when picking a unit to defend.
Initial commit of audio source files
Senses layer defaulted to old value, saved data
Added percieved units to knowledge dropdown in debug tools
UnitSettingsEditor NRE fix
Unit anim state event setup
Renamed UnitResource -> ResourceCreator
Fixed view creation overriding convex collider flag, moved force all to convex bit to ItemSettingsEditor prefab update process hook
updated buildings to new spec, moved to new folder and renamed to be somewhat consistant with each other
Added material to testmap.
Fixed HumanView+IK NRE
Fixed UnitView.Unit NRE
Begone silly events
Player Model is now a prefab.
Prevent movement layer is included in AntiHack checks
Added InteractionPosition data warning to Building editor
Added Selector prefix label to DecisionLog
Building prefab collider tweaks
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baseline for water purifier/desalinator
fx_click_dirt and some stuff
instahit fix
can no longer codelock fish traps ( wow )
Automated Linux DS Build #331
Couple edit-mode more fixes
Automated Windows Build #331
Automated Linux Build #331
FreeImage materials/textures now refcount properly
Removed load-from-buffer code from FreeImage textures (it'd need a different approach to handle regeneration)
Improved quit to editor handling of when revz is enabled
Fixed fog seam on river to ocean transition; rivers too low tess for vertex fog
Optimized screen coord to frustum ray
Resource.Create() from entity tweak
UnitResource enabled by default and added to validation list stuff in UnitSettings
Basic implementation of AOE attacks and some improvements to targetting when multiple units are involved.
Unified CombatAbilityType and RangedAttackType and added an AOE type (not implemented yet).
Found an ingenious (i really mean dumb) way to allow runtime toggle for debug/testing; default off for now
Tested d3d11; d3d9 and gl need work before merge
Added prevent movement physics layer (similar to prevent building, just for movement)