249,356 Commits over 3,959 Days - 2.62cph!
fixed collision on test court
Added back in Forget if Interrupted to interactions.
faster and more reealistic collect stone/mushroom FX
smoke signal is now purple
Water treatment plant backup
FOR FUCK SAKE test prefab room
Electric buzz sounds for petur
Slight left/right panning on local player footsteps
FOR FUCK SAKE minimap shader / tweak minimap cam
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SmartObject.TrySubscribe overload with interaction name lookup
FOR FUCK SAKE asset cleaning
FOR FUCK SAKE WIP prefab room
removed component with missing script
Shifted about some Agent+DM code to Agent+SmartBehaviour that deals with auto-completing a "current" SmartBehaviour if it's action chain is completed and a new behaviour is being stacked on top of it.
Fixed a gazillion missing ST textures, rebuilt their materials a few dozen times for fun
ScreenOverlayEx takes light intensity into account
Added UnsubscribeOnCompletion flag to InteractionSettings, allowing SO subscription to persist after completion of the SmartBehaviour ActionChain
DM will call SmartObject.Unsubscribe when applicable
Projectile tracers no longer disconnect from their parent one frame too soon
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PVT: forgot to touch the standard terrainblend shader; fixes tiling issues
Fixed EffectRecycle lifetime calculation
SpeedTree asset tools support multi-selections
Missing collision component on trainyard1
Progress on water treatment plant
Extended the sewers greybox set
Water filtering tanks greybox's
Strairs overhang/catwalk greybox
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cut in to lava court platforms to make it less uniform
Testing out racket trail effect
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
Fixed NRE in projectile prediction if non-authoritative
Explicit case for fake projectiles with a penetration power of 0
ST: reverted billboard vface compensating for inverted orientation
ST: updated all materials
Interaction tweaks
GoToSmartObject tweaks
Projectile prediction tweak
Fixing stupid CanSubscribe checks