202,062 Commits over 4,171 Days - 2.02cph!
Catch Zone+Biome.GetCurrentTemperature NRE
Fixed UnitActionDesire.InternalReset NRE
UnitAttachments.CanAttach error handling for invalid entities
DistanceConditionSettings NRE fix
Fixed "Equp Carried Item" showing for items that are not carried
QuadTree now throws exceptions rather than logging.
GridManager will now only set a new grid position for an entity if it is valid
warning log for off grid entities
- Got rid of a bunch of stupid combat callbacks, now just check state in relevant actions
- Only show enemy icons for humans, reduced range
- Unit info widget can no longer show desire text
- EntityManager OnGameSecond callback gated by game State
Fixing missing positions on seat buildings
Update Windows build scripts for build server
GameManager out of bounds log uses actual world bounds now
AI event logging under seperate flag from decision logging
UIIMaskedImage native shader port
Fixed people dropping items that they need for building
Items spawned via terrain system extensions are given a vertical offset to avoid falling through the world
Fixed lit emissive smoke vertex lighting; e.g. heli lit smoke
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