200,001 Commits over 4,140 Days - 2.01cph!
Lots of NPC standing around
wip capture victory conditions, reordering game setup
Split game host instance setup to PreBuildSetup() and PostBuildSetup()
cleaned up control match definition SO
new placeholder capture point model
Added ability to teleport players.
started making the new OnTagChange stuff less shit
Board/Tile/Unit views now all have EntityView base class
virtual functions for EntityView
Added console command to teleport players to jail
Added randomized tinting to foliage shader (still disabled)
Added some template crime stuff
Added randomized scale to new foliage system
Added value noise to new foliage system
more entity manager / events
AnimationAudioBundle pitch & volume support
Debug bits
AudioManager settings, named sources
Added contact shadows (works on vm); toggle via graphics (def=off)
Couple of internal shader fixes
Reduced pool audio source pool size, removed some debug lines
Players get released from jail when the sentence is complete
Added dynamic wave spawner, energy pickups, and new enimie type.
Updating post pro and navmesh shit from github
Added HBAO plugin
Fixed PlayerProgression callbacks for behaviour completion not respecting break or player command interrupts
Deactivate crafting modal on craft button click
Trying something with mission task definitions
humanoidNPC baseline
humanoid NPCs can use weapons
humanoidNPC uses navmesh
uvmix settings
splats
desert particles
area scene stuff
Mission task definition stuff working, although it's probably a little overcomplicated
That's better. Remember your design patterns, kids.
Merge in Mission Definition changes since they turned out pretty well.
All existing mission stuff working, but delivery missions need more code to be completable.
Acquire item task working
board tile entities now get ids and are added to entity list
the build is now built before InitEntities is called
OnTagChange can now be overriden
Control/capture mode victory condition now caches the tiles with control points at the start of the match so it only has to check those entities
Moved contact shadows plug to third party
TileTopperView
CapturePointTTView
Tile toppers now register for tag changes with their tile entity
Placeholder capture point TT animation for capture points tag change
Moved some shit
Crafting UI item preview spinning and position fixes, exposed preview rotation & scale in ItemSettings