199,230 Commits over 4,140 Days - 2.01cph!
No longer passing Ray_T to CStudioRenderContext::AddDecal (it's aligned, render queue says no)
Added CMatRenderCallQueue::Allocate, CMatRenderCallQueue::Reference for allocating render data
Automated Linux Build #645
Automated Linux DS Build #645
Automated Windows Build #645
Automated Linux DS Build #5
Fixed global aniso not set with default cfg/convar
Automated Windows Build #5
Players get paid when selling drugs
Harvesting for buildings now works
Selling drugs to someone now considered a crime
Ported item processing goal plans to building.
backup in case this is a stupid idea
Stopped NPCs from actually receiving the drugs they buy, since they don't really use them and they don't drop items on death anymore anyway. Easy to re-enable if we want it.
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Added Temple.Tile SO and renamed Temple_Tile top child to be called Top as required
FOR FUCK SAKE tweak AO / space tile texture
Crafting AI rework WIP
Added Condition consideration for boolean bonuses etc
Disabled Human/Item Gathering AI module while we port functionality to context specific modules
fix for viewmodel clipping when FOV is changed
Adding icons for police wanted system
Refactored VicinityEffect component and usage in other components (machine, building)
Fixed BringDispenserItemToBuilding not filtering by unit's carried items
Fixed effects ending early due to missing active action chain valid check
Fixed non-durational effects not working properly due to bad reset of Effect.TickDuration
Fixed NRE in IsRequiredForBlackboardCraftDesire condition
- Added UI indicating when you're considered to be committing a crime in progress. UI in but not functional for police wanted state as well.
- Moved some more stuff behind SERVER tags
Added a framework for wanted system
Wanted system partly working
Info bar in the wanted UI
Cops now know about wanted criminals. Watch out!
Forgot to remove a couple of timers
fixed some clipping problems on some of the viewmodels when ironsighting
Minor fix in WorldSpaceGrid.GridToWorldCoords
Update plant skin parameters after instantiating the skin (pooling)
Fixed ExecuteConstructBuildingCommand removing items from the list it was iterating.
Let's try to have units' sleep interrupted if they are cold.
Let's not let PooledList GetEnd() ever reach an ArgumentOutOfRange exception.
Initial greybox pass on the rocket factory area
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Various machine related cleanup, indicator progress exposure, ItemOutput uses Queue
Indicator tweaks, data save