202,095 Commits over 4,171 Days - 2.02cph!
- Audio latency settings test
Automated Windows Build #223
DecisionMaker.AddDecision always assigns Goal and GoalPlan, except for ln 149's usage in BehaviourGroup DM
DecisonContext.PushDesires injects GoalPlan.LastDecisionScore as Desire weight
Agent+Desires AddDesire no longer takes momentum input
gross eating vox sounds added
Tween
Unlock button hide/show, show price
Automated Linux DS Build #223
added shadow mesh for lava court, combined meshes turned off shadows for most meshes
added shadow mesh elements for swamp court, turned off shadows on most meshes
added shadowmeshes to lava and swamp max files
Updated AO to latest and switched to deferred AO injection to play nice with PBR and go easier on the grass
Updated mine
Added player scaler
Owl - Lod added to character fbx
Updated AO to latest; reduced depth threshold to 0.2 to prevent halos
latest sabertooth (checking in because im probably going to break it trying new things)
new terrorbird
ReorderableList cleanup, alpha ordering (yay)
DesireConsideration returns weight * momentum, not the sum
PlayerCamera "closeup" dummy data as mentioned in BEF-186
Split unit relationships data to file, added equality members
Statistical Model Condition and Consdieration abstracts added.
dungeons scenes backup
sewers models, mats, textures, LODs, ready to place prefabs
added 3rd person animations for character holding a pistol
added look up /down animation layer
Fix for a prefab, trainyard update
Skin picker functionality
impact sparks are HDR
added bullseye to reactive target
bullseye shots do 2x damage and have a special effect
Gamemodes within addons now have their 'entities' and 'content' directories mounted
Workshop Lua files are now treated as if they're in the base directory by error handling
Automated Linux Build #224
Automated Windows Build #224
Automated Linux DS Build #224
can now lower target
1 second delay for pickup
U! particle no fog shader, adding refraction from alpha
FOR FUCK SAKE bomblast prefab particle
FOR FUCK SAKE bomb prefab
FOR FUCK SAKE standard shader hit effect (might need adjustement as the hit might look dimmer)
Reactive target Missing collisions
Added effect to cowboy racket
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
added dylan rally counter effect to art
Reactive target uses RendererLOD instead of LODGroup (never use LODGroup for stuff that doesn't walk around)
Adjusted reactive target bullseye collider (no hard edges that can cause perpendicular impact effects)
Adjusted reactive target physics layers (no player collision on the moving parts)
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
Spawn population tweaks
Fixed some stuff spawning midair near rocks
FOR FUCK SAKE particlenofog shader, remove refraction
!A refraction shader
FOR FUCK SAKE portal shader, fix refraction direction
FOR FUCK SAKE bomb prefab particle
FOR FUCK SAKE flame thrower added refraction