199,243 Commits over 4,140 Days - 2.01cph!
Optimized rocket factory walkways geometry
Downscaled a few textures
TooltipElement NRE fix when parent screen has no tooltip widget
Fixed morph cache mesh overallocation
Added debug.morphCacheMem to display morph cache memory footprint
Seems to be working properly. Needs improvements though.
Only move building to new ID if it was split, not whenever block is removed
When placing block, refresh building ID only if connected blocks mismatch
Changes to evaluation target things.
DecisionContext.GetEntity is now passed into the evaluation methods.
Consideration and Condition now take self and target instead of EvaluationTargets.
WIP changing all the considerations and conditions ever.
Rocket factory / Fixed Lodding issues / added lights to mark usable doors / added broken windows near makeshift walkways
button to auto add collision and rigid body
queue texture destruction until render-queue has finished
Rocket factory / made walkway textures more rusted / fixed lighting bugs / opened additional stairway doors / opened up another window
Rocket factory / fixed walkway LOD's
update hologram effect
texture compression optimisation
wip environment
Fixed trade bugs. Trade items no longer lost if character dies as they're given back BEFORE loot drops.
Remove users and unsub events if trading entity is destroyed.
Fixed safes deploying from inventory as actual safes instead of briefcases with safes in.
More refucktoring of Conditions and Considerations (still not done)
Updater timer system for timed gang tasks.
Spawns can now define an NPC's max roam range.
current material bound by queued render context is referenced
First pass on moving custom terrain navmesh source to Dynamic Navmesh.
Added BeforeAtmosphericScattering shader function
Updated water_edge_ASE shader to use BeforeAtmosphericScattering
Updated atmospheric scattering sampling code
Bunch of form generation work
File organization
Scene stuff
Renames
Scenario start month + hour updates season and TOD cycle time on change
FormGenerator stores AssemblyQualifiedName of the type we're generating for
Form input field content/line type support
Building privilege is emitted by all building blocks that are connected to a tool cupboard