255,459 Commits over 3,990 Days - 2.67cph!
Automated Linux Build #473
* Moved SRCDS workshop files to cache/srcds/id.gma, from addons/ds_id.gma
* Added a little bit better error message to the "bad jpeg icon" of GMPublish
! Get rid of some unnecessary workshop related files and classes
* Moved Subscription list and Workshop thumbs up counter to ISteamUGC
* Only display warnings about unused .gmas when there are such .gmas
Removed maxNumberOfSamplesPerFrame set in GameManager since it's obselete in 5.5
removed erroneous naming on hex prefabs (7c changed to 7 etc)
created new prefabs for ones that were missing, 4, 19, 20.. and added startpoints to all for pathfinding
split bridge road and road side on hex 10, 11, 12, 13 and re-exported
created new prefabs for 10, 11, 12, 13
Saved over city 2 with city 1 ready to build city out of prefabs
Commenting out steamworks init because we dont really need it right now
latest amplify shader editor
Enabled graphics jobs (testing)
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)