201,593 Commits over 4,171 Days - 2.01cph!
space_center_office_bld_b wip
level update
util.Trace* functions will no longer crash the game when used before the world is initialized (and will silently fail when used too soon)
Deleted old ExternalAssets in proj root
Moved post pro into standard assets
More messing around trying to figure out the NoSteamAPI errors
Update support link for DirectX error message
TimeScale physics test
Fixed EnemyOverlayWidget assigning multiple icons to the same Unit
Moved to a class based VictoryCondition checker setup, so different victory conditions can be added to a GameInstance per match at runtime.
Added team eliminated VC checker
VictoryCondition can now have an associated condition value which the condition checker evaluates the gamestate against
basic MatchDefinition and DeathMatch definitions
moved launch_site silo to industrial structures folder, standalone model
moved launch_site warehouse to warehouse folder, standalone model
pavements modular set WIP
scene re-arranging the office side flow, decluttering a bit
Added rust/std particle for consistently lit particles + opaque/cutout deferred path
Fixed wood and cloth flecks impact particle materials
Added useVertexNormal and doubleSided lighting option
Reduced albedo on rotor materials for heli and cargo plane + enabled normal and double sided
Scene stuff.
Fixed the pine tree that someone made neon-green.
Fixed the baby pines that somehow received growth hormones.
MatchAction wip experiments
Fixed Diplomacy.Add duplicate key
Merge
11135 from main/2017b
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started refactoring loads of shit
Deleting some sound files
More rotor material tweaks
Disabled secondary light spec highlights on water surfaces
Fixed skin ss scatter not working
Updated core generic shader
- WorldTimeManager init order fix. Previously when in editor, two WorldTimeManagers would get created, breaking things. Also added protection against this.
- WorldTimeManager repeating schedule fix. Sometimes events were getting rescheduled such that they'd be scheduled for the same day by mistake, ending up in the past and never triggered.
- WorldTimeManager removed check every update for expired events, instead preventing events from being created in the past in the first place. Events that fire are removed, so none end up in the past.
Better way to handle phone numbers for missions. Global list, guaranteed unique + out of range protection. Still need to integrate with payphones.
Experiment: Meshes in their own asset bundle, viewmodels back to main content bundle
Some sidewalk texture polish, looking more multipurpose, grid alignment on meshes