199,632 Commits over 4,140 Days - 2.01cph!
compass displays ontop of scope/binocular/helmet overlays
First pass support for runtime instanced generic water pools
Force minimum show time for character select
Fix character select min show time
Fixed weird fog issues with recent shader changes
NEWLINE for CEngineSoundServer::PrecacheSound warning
Disable character select min time for now until it works better with everything else
Fix belt not showing on HUD on first spawn
Got tigger UI working properly between rounds
Move HUD network stats out of the way
removed test map button prefab from the map list.
merged from main.
InputMessageQueue doesn't use list any more.
Cook On Stick is no longer a Machine Process.
Changed CookCookableItem action to handle all the cooking.
BEF-231 Notifications dont always dismiss
Deleted some old protobuf code, converted some more serializers.
Corpses are now destroyed if eaten on a stick.
Last received hit in combat is no longer valid if the attacker is dead or disabled.
Goal Momentum is now applied to the Goal score and not the GoalPlan.
We now check if we have an item we can attach a corpse to before skinning it.
BEF-228 NRE fix.
Track Rock and Big Rock in Supplies.
Removed IsBusy condition from stowing AI (fixes BEF-220).
MachineProcess can now specify if we should add the input items to supplies or not.
Merge from branch now that Plastic is fixed
Better active player trigger checks that respect the Ready state.
Big complex merge into Main of my game mode flow stuff. Some slight weirdness - er, all vehicles explode immediately?
prop_vehicle and prop_vehicle_driveable are now considered Vehicles by Lua
Had a really weird bug. I'd run it once and it'd be fine, then again and lots of errors. Turned out that the IsRunning state on the GameModeTrigger was being saved between runs on the ScriptableObject. So I'd run it, the end trigger would be running, then I'd stop it. Then I'd run again, and IsRunning on the end trigger was still true, so it'd mess up. BUT IsRunning is a property... surely properties aren't usually serialized! Really weird but totally confirmed in testing.
supplies tracking of various food items
Refix treesway to use actually unused register in vertexlitgeneric
ContainerParameters now determines if we add entities to supplies or not on deposit.
Depositing to building no longer adds things to supplies.
Add a copy of the rust Rust native dll source code for the d11 console branch, and premake files to build it. I've used d11's modified version of premake4 which has been modified to support ps4 and xbox one.
Added proper distance check and entity validity check for all properties
puzzle circuits models/textures/mats
Updated simple switch prefab
Moved over to the new postfx stack
Add a copy of the racknet native code. This is Facepunch's wrapper layer in "Networking.cpp/s", merged with the latest full source of raknet, and premake files. I've duplicated dll's premake4.exe but will tidy this up when the structure settles down. Racknet DLL for windows and ps4 (prx) can be built, I haven't tried xbox one yet.
Cleanup BaseAnimatedUIObject onvalidate
RoleExperienceEvent can now take experience from different sources.
Added TargetValue source which takes the XP value defined in a Unit's settings.
Added some XP values to animals (and exposed the value in editor).
Updated prefabs : TimerSwitch, Splitter, ORSwitch, DoorManipulator, ANDSwitch
Fixed explosion bug, fixed broken shader, changed some postfx stuff
Fixed stowing / equipping data not being reset if using a null callback.