199,291 Commits over 4,140 Days - 2.01cph!
fix for NRE when applying sign update after sign was destroyed
added small refinery to both harbors
Machine process cleanup, wrappers store various animation options
Fixed BuildingView.GetMappingRenderer not working
Fixed bad durations on burn fuel process (hours, not minutes ;o)
FOR FUCK SAKE wip unit panel
FOR FUCK SAKE unit icons stuff
FOR FUCK SAKE fix scene removing temp prefab
Fixed editor-only black or glowing water artifacts at certain resolutions
Removed redundant potential hw mip generation on some render textures
Render texture script api call changes for forward compatibility
SmartObject interaction positions can be used by blocking units when trying to subscribe
Various tweaks to fire related AI
WIP building addons via radial menu
fixed spinner wheel occlusion
Building data + editor fixes
Radial shows interactions from building addons
Toned down collision response, fixed keyboard reverse controls, added motion blur on boost
Machine processes check for dependencies on their Entity's parent
Handling the change of CharacterMotorState in the new ProtoBuf implementation from struct to class, meaning every Move call returned was now pointing to the same address. Creating a new move state for each call instead.
Temp override goes away if drug level one lower reaches addiction level 0
Added the base itemproducer. Need UI.
Interaction display handling improvements
Debug panel should only show active SmartObject Subscriptions
Merging in basic working drug system. No money is involved yet but drugs can be sold to NPCs and NPCs know what they want.
FOR FUCK SAKE icons/camera
FOR FUCK SAKE wall texture
FOR FUCK SAKE some file cleanup
FOR FUCK SAKE missing texture
Allow holding drug items while in vehicle
Merging in the latest from Main
added tunnel, half pipe, gib fences and lampposts to test_arena_3
Updated debris for multiple parts
added boxes to test_arena_3, made ramp collision longer
fixed up halfpipe clipping
fixed collision on half pipe