202,091 Commits over 4,171 Days - 2.02cph!
Animator state tags, items callbacks fix
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
Build-Win32.bat & Build-Win32-Projects.bat
Create garrysmod.ver during build
Light intensity correction on water, vertex lighting (approx) and a couple of third-party shaders
- 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
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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