200,190 Commits over 4,140 Days - 2.01cph!
friendly fire award processor + definition file.
fixed most DMG award counting team dmg
Added loggingGroupStack validation after we're done with FindBestModule, where we would expect this stack to be empty if there's a correct number of End log groups to Begin log groups.
Fixed decision log groupEnd elements being nested
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Fix for graph generators being init'd every game
grouping best goal and goal plans so that we nest in the DSE score logging within the relevant goal and goal plan log groups.
Slightly better drawing of end
awards finished showing event is now a coroutine, delays for XPDelay before the XP bar starts filling
Can now cycle through graphs with mousewheel
Fixed the debugger already.
correct link of DecisionMaker comparison.
AI debugging group close fuckery
FillBar function now takes a map value multiplier.
Mapped XP ring to 0 - 0.875
Clear bug in Binary Heap fixed.
Tail setting must check for 0 count.
Properly count-check heap popfront uses to prevent NREs.
Added keyboard controls for payphone UI
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Fixed post subsurface d3d9 shader compile error
Added core env brdf lut generator + default asset
Added indirect diffuse and specular support to core brdf base pass
Added deferred extension params for gbuffer extension
Added core/hair shader (wip)
Updated core/generic shader
Updated core/skin shader property names to match core/generic
Renamed core brdf files; moved shaders to "core/" on selection menu
Reassigned maps to skin materials
Disabled spec map post processor until after merge
Merge from shading revamp
Networking for the payphone
Using AsyncRequest in the payphone UI for cleaner async networking. Gets mission details from the server.
previous/current streak is now send with end game command