224,841 Commits over 3,714 Days - 2.52cph!
started persistence cleanup
base setup of sessions (integration with game manager pending)
Fixed sensor issue
Added tunnel prefabs
Fixed NRE in SmartObject.CreateInteractionPositions, spits warnings when an interaction ref is null, also does the same in BaseEntitySettings.OnValidate
Buildings now fully replicate.
FOR FUCK SAKE reverting ship prefab
revert this shader because I accidently checked in a broken version
Throw error during DoPrepare if gibbable isn't readable
Fixed Inverse Exponential function of Response Curve.
Vehicle interaction work. Removed the whole concept of a separate "vehicle" camera - players continue to control their own vision directly. Added (placeholder) steering wheel as a HeldItem type, with the intention of it being the "item" selected when driving a vehicle.
Only occlude looping sounds via gain (quick temp fix for surround sound DSP issue)
FOR FUCK SAKE replacing suimono water mesh/ disabling tesselation
FOR FUCK SAKE fix suimono bad UV scale on ocean
Simplified workshop icon outline effect
Re-enabled pre-processing for server builds
Separated out sensors
Sensors track both environment and vehicles
Disabled dynamic batching
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Disabled graphics jobs again; causing crashes and breaking deferred lighting...
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Some small spawning fixes.
started adding stat comparison with group.
fixed exponential curve calculation.
ConsiderationGroupSettings editor
Re-worked food AI related to resources/dispensers, humans now take food from dispensers, relying on DM to then eat that food
Added DispensablesConditionSettings, for checking if a target Dispenser provides suitable food for a unit's diet
Added Consideration Group (needs editor work)
Buildings and interiors now generated on client from proto. Needs seeds.
Fixed egg thing because reasons
ASE.CustomMaterialInspector error fix
Converted some of xtab's skins to the new system
Updated RustBuilder
Updated bridge prefabs
Fixed no path issue
AI can boost
Refactored target pos
changed hair to new shader