201,994 Commits over 4,171 Days - 2.02cph!
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Added ActiveEmote keyword
Fixed bad priority dropdown in interaction lists
Various UI tweaks
Added interiors post volume
Added button to open module in designer from the AI debugger
Animal/Combat/Defensive scoring fixes
Agent's active GPV will drain score from it's GoalPlan once momentum hits 0
Minimum momentum drain rate is now 0.01 (up from 0.001)
Fixed bugs created with vm Bow update, Reverted bow anim changes, re-updated to latest rig and mesh
Fixed game not being paused on gameover
green vertex channel is now used to offsync movement in foliage
BaseTest, TestUnitExplosion
Removed memory profiler because its not compiling
greyboxed >
cage module (prisoners/slaves transport)
short flatbed and long flatbed modules (storage modules)
update UI, fix hover area for menu button
added timer blinking anim
Forced bias fallback only for alpha
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quick timer refactor, cleanup
Moved vertex occlusion input to vertex color red channel; disabled vertex coloring
Uncomment steam integration stuff
added radiosity bake to vertex colour channel on male_hairstyle_02
InteractionDesire.GetIcon NRE fix
Game mode can specify which camera mode we use
fixed up skinning on male_hairstyle_02 and baked out ao on all lods
updateing foliage source for foliage shader
Fixed InteractionDesire not being properly persisted
Fixed desires not having their owner set during load (properly)
Explicit excluded d3d9 target from hair shader
Expanded exclude_renderers to exclude d3d9
"Fog" of war camera effect, post profile
Fog of war improvements, block player controller raycast when camera is in 50% or more fog
Fog of war distance calcs ignore height
RTS camera tweaks
Controls modes prep
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more map editor fixes, tile based mouse drag events work again
delete and delete drag actions now work map editor again
Tile topper control mode fix for map editor.
Some control state changes.
lowered capture point capacity from 30 to 20
resaved control1 map with new values