201,682 Commits over 4,171 Days - 2.01cph!
Testing hack fix for eye adapatation NRE
New map scales with truck speed
Added mini map background
Fixed missing key error in DecisionMaker.ModuleIsValid
rocket decals, decal textures, backup
Don't strip tool cupboard triggers from the client (so demolish / rotate UI options match server side checks)
Improved combat projectile handling
Fixed AttackUnit action callback NRE, removed stupid code in Tick
-Wno-inconsistent-missing-override for clang builds
Remove libtogl.dylib from repo
UnitAttachmentsEditor fixes and cleanup
Fixed AP data for arrow
Merged proper togl linking for OSX in appframework/launcher/shaderapidx9 VPC scripts, might work
Merged linking from source_posix_base.vpc
Unit items debug collates items by Id
Fixed projectiles not being dropped properly
Fixed combat component usage of UnitView.FaceTarget
Crowd randomised, attendance can bet set to a percentage based on streak
Removed a bunch of redundant Units.Items[].AsItem usage
▆ ▋▄▅▌▋ █▄▍▄ ▄█▅ █▌▌▋▆▉ ▊▆▄▆▆█ ▉▅▅▄▍▌▆▌██▍
Link to correct libtogl on OSX builds for real this time
player areas now know about their crowd
crowd attendance is set from the server sent streak value
help button is now ignored when you mouseover it while turning camera
- Fixed Combat not resetting the active combat ability when dropping (or throwing) a weapon
- People will now pick up their last thrown weapon after combat
- Weather only ticks in GameState.Game
- Added weather type for the overview map
- Weather supports TOD scattering height falloff
- SmartObject interaction position groups enable/disable positions when all plans associated with the group are disabled
- Improved Building interaction state management
macOS builds use 1 makefile instead of 2, removed crazy verbose options
Intention removed from Action execution, always written to blackboard during BehaviourChain is constructed
IIntention ported to abstract BaseIntention, handles blackboard write internally
Removed modes from some actions (DepositEntity, FeedItemToTarget)
Removed a bunch of intention based Actions & Behaviours
Fixed potential NRE in UDM filtering
Fixed missing interaction references in some AI assets
Added island02 to scene loader
Linux client build scripts
Rocket final models/LODs/COLs/Prefabs - including interior material variations
Replaced old map with new
Practice crowds set to full and 20%
re-enable linux/osx depots
Upload to testing steam branch
Combat + Items logging, animator stuff
Animator state tags, items callbacks fix
Fixed ambient lighting to match brdf and lighting intensity corrections
Deferred shading now supports legacy and core/new brdf simultaneously (transitional)
Octahedron encoding normals by default on core path
Tweaked water shaders to fit recent brdf changes
Fixed command buffer manager sometimes not working properly in edit-mode scene view
Fixed deferred extension sometimes not working properly in edit-mode scene view
Switched deferred extension to command buffer manager instead of ad-hoc
Build-Win32.bat & Build-Win32-Projects.bat
Create garrysmod.ver during build
Light intensity correction on water, vertex lighting (approx) and a couple of third-party shaders