200,716 Commits over 4,171 Days - 2.01cph!
Switching over iron sights.
SphereEntity protobuf reference
* Improved Addons main menu.. menu - Per tag browsing for friends items, hide dupes/saves from all listings
* Addon extration is now properly displayed on the workshop downloader
* Updated language files
* Update Bootil to fix that one problem with addon folders locking up
* GitSync
Automated Linux Build #151
Fixed water reflections on OSX
Automated Windows Build #151
Increased water SSR cutoff slightly for perf tradeoff
Automated Linux DS Build #151
-silly IMs don't produce any more garbage (silly CombineQueries is sillier now tho)
Automated Windows Build #152
Condition filtering refactor WIP, this kills the GC
DSE profiler hooks
Fixed skin shading in glcore (compiler bug); touched all potentially affected shaders
UDM doesn't use delegates for adding decisions after entity filtering, because reasons (this kills the GC)
Fixed NRE in UDM.FilterBehaviourTargets
Automated Linux DS Build #152
Patched normal decoding on AO just in case
Nuked deprecated ssao extensions
fixed bug with the beancan grenade fuse not disappearing
fixed bug with the crossbow not showing the bolt when the player loads it, and then switches weapons.
These apples had bad normals.
GoToRandomSpot tweak
BeforeDebugObject revived and fixed
PlayerGoals get named
Unit+Combat applies combat effect value mods correctly
Lots of stat tweaks
- Extended BaseLauncher to MortarLauncher and deleted test mortar launcher code
- MortarLauncher can now have a random radius around target position
- Marker tweaks
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Foliage _test folder, with crappy fruit mesh experiments, nothing to see yet, shoo.
- Renamed bolts to nuts in code, changed UI
- Changed more stuff from Bolts to Nuts
new mammoth
test on deer to get animals working with generic controller
added eclipse mode to court wear shader. added new temp court wear texture
- Some BaseProjectile refactor, deleted some old scripts
ValueMitigators added to CombatEffectParameters and Unit+Combat
Removed use of generics in Agent+Stats GetStat methods, rewrote with type specific methods (GetAttribute, GetVital, GetNeed, GetSkill)
Cast caching in Stat+Properties
End profiler samples properly in Unit+Senses FindPerceivedUnits
- MortartLauncher can now be set to to player or own position as target center. Added a minimum radius range so it can be set to avoid launching onto itself ;)
TOD day length now 48 real minutes
UnitManager tick optimisations
Unit+Sense profiler hook removals
UnitManger unit ticks per frame to constant
Agent Manager is now slightly smarter about how it updates its agents OnSecond and OnMinute.
Player GoTo fix
CanFindBuildingMaterials filter NRE fixes
Igor - forehand/backhand hold anim source
Removed SmartSubscription.IsActive, fixed some issues with SmartObject subscription
- Sinewave movement tests
- Can now press space on mission select screen to roll/start
Added dive test
Fixed Owl dives
Tweaked anim events to prevent delete component in a callback errors