225,843 Commits over 3,714 Days - 2.53cph!
Rename steam VDFs to match plastic branch
fixing package failure issue
Moved/renamed steamworks scripts, don't send Awesomium libraries to systems that don't need them
animation changes, dodging, ai changes, map change, etc.
Performance UI widget uses unscaled time
- 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
Light intensity correction on water, vertex lighting (approx) and a couple of third-party shaders
Create garrysmod.ver during build
Build-Win32.bat & Build-Win32-Projects.bat
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
Animator state tags, items callbacks fix
Public attachment rule enum
Combat + Items logging, animator stuff
Upload to testing steam branch
re-enable linux/osx depots
Practice crowds set to full and 20%
Forgot to destroy children of children. Attaching entities to camera now uses relative attachment rule, fixing viewmodel when respawning
Destroying an entity can now destroy all children. Destroying viewmodel on player death
Started work on replay uploading
Replaced old map with new
Rocket final models/LODs/COLs/Prefabs - including interior material variations
Fixed comment of RequestType.GlobalAroundUser
Linux client build scripts
Fixed map networking warnings by attaching brush components in an actor
Added island02 to scene loader
Fixed potential NRE in UDM filtering
Fixed missing interaction references in some AI assets
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