201,602 Commits over 4,171 Days - 2.01cph!
Fixed bad resting flag thing
Data save
Started reworking the player tasks into different types (tutorial type doesn't work yet, so don't use it!)
Fix deadlocks in CMatQueuedRenderContext::ReadPixels, CMatQueuedRenderContext::ReadPixelsAndStretch, CMatQueuedRenderContext::GMOD_FlushQueue
Render queue now flushes when almost full
Disabled EnableThreadedMaterialVarAccess (useless with queued IMaterialVars)
Stopped creaton of some ConVarRefs every frame
Automated Linux Build #349
Automated Windows Build #349
Automated Linux DS Build #349
Automated Linux Build #350
Automated Windows Build #350
Rough implementation of sub tasks (currently relays information through Debug.Log)
Automated Linux DS Build #350
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- Ability pickup UI is now blue to look different from weapons (placeholder, as usual)
- Fixed some crates spawning with no loot
- Fixed time slow shield issues, reduced cooldown
Effect action chain field renames
changed randomNumber so it is between 0 and 1 and then use that as an offset to start animation instead of a speed modifier as it was really annoying when tweaking settings and the animator blowing up and setting idle anim speed to 0
- Player start position is now correctly set if a dummy is specified
- Fixed laser link damage calculation
- Fixed spawned spikeys not being damageable in some conditions
ActionSettings refactor : no longer requires data/instance pair
Fixed some AI designer graph node/data bugs
FOR FUCK SAKE particle texture
FOR FUCK SAKE replace particle effect prefabs
Action state data cleanup
EnableMovementModeSettings action + assets, etc
Effects now validate their add/remove AcitonChains to avoid conflicts with existing Effects on the target Entity
FOR FUCK SAKE particle shader
FOR FUCK SAKE particle prefab
Move order fx rotation tweak
Shift mod to queue commands
Play move command FX at the correct position when you have multiple units selected
Don't validate effects on removal, you fucking chump.
Fixed movement effects triggers
Made tutorial tasks be a separate thing from player tasks and added basic UI for it
Trigger names for clarity
human stutter injured fix
FOR FUCK SAKE factory room with startroom
Action.OnUnitFlagChangeSettings state handling
Only spawn one FX per player move command, regardless of selected units count
Random unit destination in radius is scled by number of units
Action.ConstructBuildingSettings state handling