201,975 Commits over 4,171 Days - 2.02cph!
Remove local tile mouse highlighting
Fixed Nre
Fixed profiler leak in GetWaterDepth
More shader updates/fixes
refactored some display code for vms on maps
buffed heavyplate body armor
fixed sash not showing sometimes
Bear rug allow objects on top of itself again
Started on simple AI learning.
Common rug icon more distinctive vs tool cupboard
removed negative protectino from heavy armor
massively increased condition
bearskin rug costs leather instead
Ai doesn't walk through bases (NEXTGEN AI ITT)
added new pavement to city hex 17 and added new camera scripts to start balancing
fixed turret laser dot being too far from target
stone and twig floors are flat
CVisibleShadowList::PrioritySort uses quicksort
Removed slow condition from CVisibleShadowList::EnumShadow
sentry laser more accurate still
Automated Windows Build #597
Zombies don't like water as much
Automated Linux Build #597
Subtracting
19287 (alexrehberg)
FOR FUCK SAKE board color
FOR FUCK SAKE cursor offset
moved stores from items to buildigns and renamed and moved building materials
set quality settings to fantastic
starting to add new paving to all hexes
Fixed potentially offcenter entity occludee
Debug hurt command takes hit bone as optional parameter
fixed magic plate armor
restored negative effects of heavy plate (cold/heat)
fixed autoturret laser spazzing out
autoturret laser brighter
Cherry picked shadow shader fixes from main
Subtracting
19330 (alexrehberg)
Asset loading is now handled by the Database rather than const fields.
Trying some stuff for AI pathing. Might revert this
Phys effect sound ref fix
Improved AI pathing system
More delay on city nav gen - it was occasionally still failing
Initial implementation of AI unlocks
Improved pathing, no more oscillating around target position