201,957 Commits over 4,171 Days - 2.02cph!
Items actually get destroyed by dispenser depletion when applicable
UI fixes
Item bar callbacks actually do things
blocked attachment points no longer directly use the Dictionary in the Data
Fixed Unit.Items.OnUnitDroppedItem being invoked before the item had been removed from the Item component's array
UI shit
UnitAttachments.CanAttach rework/comments
Added global wind control via windzone
* OpenURL now works with about:blank
* <gamemode>.txt convars get the LUA_SERVER flag instead of GAME
Automated Linux Build #603
Automated Linux DS Build #603
Automated Windows Build #603
Latest driving model now default
moved ramps, added cones
fix for guest code not saving
exported every hex with lods 0 1 and 2, recreated all prefabs with lods and 1 material
CMatRenderCallQueue allocations now use a fixed-size buffer
Removed ref-counting from render contexts
Removed all code that could dynamically create render contexts (unused anyway)
Automated Linux Build #604
Automated Linux DS Build #604
Automated Windows Build #604
Use memcpy for copying LightDesc_t objects in to shaderapi
Automated Linux Build #605
Automated Windows Build #605
Silence copybins_win32.bat
Automated Windows Build #606
Fixed foliage not showing on editor start (bug in ST wind code)
Cherry picked latest foliage shader changes from dungeon_art_4
Disabled splash screen
Disabled graphics jobs
Removed old placeholder effect icons
Disabled crunch compression on some UI sprites
FOR FUCK SAKE shaderforge
Disabled all crunch compression via AssetPostprocessor
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Fixed culling lag when players turn visible
FOR FUCK SAKE fix player 2 avatar orientation
New smaller island for build, renamed and orgnaised a bunch of WIP scenes, moved current build island into WIP folders
Goal no longer stores a seperate list of fallback goal plans, allows for changes to fallback plans at runtime
Fixed unit item events not firing when depositing to buildings
Fixed DepositToBuilding not ending properly
Fixed DecisionMaker.FindBestGoalPlan not skipping over fallbacks
CBaseLuaInterface::IsType won't call lua_type twice