200,015 Commits over 4,140 Days - 2.01cph!
Automated Windows Build #235
Automated Linux DS Build #235
- Refactoring the way eating works. Now a consume action.
- Added a bunch of functions and helper classes to handle EntityContainers and resources etc
Game starts at 6.30am
Island 1 topology updates
Trees yield more logs and sticks
checked in temp speaker files
Automatically writecfg after changing vars in the console/binding keys
Removed minecarts from the lod folder
-removed repeatedly checking need for food once already under a 'we want food cause foodneed!' goal
-harvesting resources from berry bushes now checks properly by type, so returns berries rather than sticks, so berry bushes aren't immediately nuked by anti-environmental cavemen
- Made an ActionScheduler
- People now schedule eat actions
- People are scheduled to consume food every 24 hours
Fixed screen space normal texture frame delay when coming back from lower quality levels
Saved one grab pass in ocean depth pass cmd buffer
Added Mood Vital, Social Need and simulator
Fix for RUST-654 (turret roof exploit)
Added effect test scene - used for testing effect package imports
Touched ReourceView with my special hand
DesireCondition improvements
SetAnimatorParam callback support, not being used yet
Undone
13766 (fixes weapon mods)
Time/Season/Temperature on world debug panel
Reverted grab pass save; overlooked something
Fixed cheat reporter setting reporting player's entityid instead of steamid
fix for decay reset when repairing
- Added penguins as food resource. Except people die when they eat them at the moment.
Fixed escalating load times on larger maps
Added quad rasterizer to base terrain map class (rasterizes two triangles in a single pass)
added elvis speakers with shadow mesh and shader,
added elvis speaker work files
Extract workshop addon fonts to their own directory separate to stock fonts
Load workshop addon fonts with lower priority than stock fonts
Fixed dx9 inverted normals / broken reflections and ps_2_0 related errors
Switched to using post-opaque as depth target during water depth pass
Terrain triggers are now on appropriate layer for all dungeons
NGPV debug scores updated
Testing a different approach to Agent goal variant comparison and re-scoring
Data tweaks
Removed building debug logs
Automated Windows Build #236
bad l-values, GCC was upset
Automated Linux Build #237
Dreadora - Added select breathe & 1st pass ready anim
Dreadora - Rig source update, anim template update, ready & select breathe source