256,247 Commits over 4,018 Days - 2.66cph!
Files for ASE water shaders, WIP water_edge_ASE
Automated Linux DS Build #533
Automated Windows Build #533
Automated Linux Build #533
Fixed pulley constraints in maps being completely broken
Fixed pooling errors, but added a warning when stuff isn't pooled correctly
Enforced a reloading wait for the AI
Better firing rate control for AI, an reloading support
Removing some #SERVER flags since they broke the Apex AI interface in #CLIENT only mode.
RigidbodyLOD sets detectCollisions and isKinematic
Optimised breakble stuff
Optimised mini map
Valve fixed skin issue, this is a proper fix
Corpses use default physics parameters
Strip ceiling light rigidbodies and joints from server
Added occluder to wall frame to avoid gaps
Added occluder to hinged door, double hinged door and high external walls
Updated ASE to 0.3.2 dev001; fixed underscore added on global props
Updated water_body_ASE
More shader tweaks, global color. TOD sky color from global variable (pending ASE update)
Water shaders fixes, global clamp value set in world manager config
Hooked up most of the in game UI.
Fixed dynamic shadow distance not updating
Harbor_2 overgrowth dressing backup
Fixed errors on maps without terrain when placing beartrap
Added sky to TestPlane
When using GameSetup player spawns without having to wake
Reverted physics parameters to values from December (fixes physics crash on server startup... kinda)
Fixed community and resource deposit entities being created on every server load (even if they already exist)
added optimised hex pieces with hex collision to all prefabs in scene 2
NPCs no longer respawn via FSM, NPCSpawner handles everything
Added editor save file converter to make save files human readable (only contains very basic info for now)
Harbor_1 overgrowth dressing end