201,682 Commits over 4,171 Days - 2.01cph!
- Fixed bad profiler sampler in UDM
- Fixed SetDestination combat mode not properly updating current combat ability when it changes, or setting new destination
- Added new callbacks system for animator bool changes, used for pickup and switch events
Performance UI widget uses unscaled time
Moved/renamed steamworks scripts, don't send Awesomium libraries to systems that don't need them
Rename steam VDFs to match plastic branch
Weather clouds and post stuff, other bits
▌ ▅▅▇▋▇ ▉▍█▍▌▊▌▆▌ ▇▉ , ▄▍█▆▇▄ ▆▉▍▊▄
northern cave area surroundings
Disabled hacky sincos asm stuff that doesn't work with clang
Added steamworks VDFs for dependency_hell -> testing
Remove preview 1 from srcds VDFs
- WeatherSettings can be flagged as not for use ingame (special weather for map view)
- Rebaked island02 with smaller tile size to reduce floaty units
- Re-enabled pathfinding check in UDM filtering, now uses Unit.Navigation.IsValidDestination for some additional optimisations
- Adjusted shadow cascades and distance, disabled dynamic distance
Disabled pathfinding filter again
Fixed a bunch of decor rocks not having colliders
Cleaned up item position validity checks post spawn, added to context menu for ItemView
VPC no longer says it's generating VS2010 projects when generating VS2017 projects
Test autio build trigger #2
Test auto build trigger #3
Fixed DM Goal priority being broken as all fuck, now used as part of score (testing)
Fixed pontential NRE in UnitDecisionMaker+Filtering when evaluating interaction subscription without filtering by EntityType
Fixed another filtering NRE
Fixed Blackboard.Copy not correctly setting values for some keys (entity components)
Fixed AI debugger not working after leaving playmode
Upload both linux libawesomium binaries to Steam (why are there two?)
Merge toolset changes (VS2017, GCC4.8, clang) w/ C++11
Minor optimisations in Effects, Animation and Agent+Behaviour.
Remove testing branch's Steamworks scripts
Entity.GetBoneCount, Entity.GetBoneParent and Entity.TranslateBoneToPhysBone will no longer return no value when they fail and will return -1 instead
GitSync - Small error fix for properties & html js error fix
LightCube_t copies full input data properly
Basic gamepad unit movement controls
More movement controls stuff
Added aperture, focal length and kernel size controls for DynamicDOF in free camera mode
More controller movement stuff
Fixed Animation null key error
Fixing weather lerps, added randomisation to wind strength, removed "windy" weather type
Spawn populations use a new weighted wrapper type, can define normal alignment per object/entity
Decor + Grass spawn editor improvements
Fix LuaJIT optimization flag on Windows builds