199,306 Commits over 4,140 Days - 2.01cph!
Fixed not setting specific blend-layer keywords on packed material
Fixed secondary map import settings
removed playerConnections from GameInstance, used Player stuff instead, removed from protobuf
Fixed some rust/std shaders shiny below 300
items can be held with open or closed hand depending on a bool in the item(defaults to closed)
some item attachment data
WIP radial menu on character screen, PlayerController refactoring for better external command evaluation
added building 3, working on buildings 4 and 5
Attachment point conditionals use enum
Radial menu widget optional modalness
removed spring cost on SAP
reduced SAP HQM cost
skin approval
compile fix
ore flare mesh cull and optimization
skin approval stuff
Computer cabinets / desk tweaks
ore hot spots spawn closer to the last one instead of on the other side
fixed leaking flares
fixed cave nodes not having minigame
removed temp survey crater work
A bit more robust handling of temporary sets in AiManager.
fixed hotspots taking 2 seconds to appear at night
Even more robust AiManager.
Added a CommandQueue command finished event.
Some more refactoring.
AI works again (well, a bit)
Ditched radial menu on character modal, added command button dock for clothing
Fixed a couple of local game bugs
Fixed some command evaluation in PlayerController using the wrong overloads
Moved Interaction Position handling to an event-based approach. Blocked positions don't seem to be getting unblocked.
made a bunch of AI do desire creation instead of interaction execution
Tags, InteractionPosition block check fiddling
Interaction positions check if blocked on clear
Desire cleanup for interactions
removed old, unused, commanf finished events from BattleController
OverlapBox alloc because non alloc is a cunt
Merge from interaction position fuckery
Testing some more nuanced gating of UnitView.Update