244,146 Commits over 3,898 Days - 2.61cph!
[war] camera movement, can select and order soldiers to position
Added assignable icon for placeholder/unused splat slot
Done a lot on the network entity shit and also started a util for setting up view models.
Fixing errors in TestLevel and likely others as well
Slightly increased animal attack range.
Generated a new terrain normal atlas; dirt height was bad
Fixed terrainLegacy shader base normal orientation to match detail normals; testLevel lighting now decent again
Restored petur's last parallax tweak in testLevel's terrain mat
NPCSteering now ignores obstacles that are part of the NPC's target.
Spawner code formatting/cleanup
Should fix item warnings on server load
NPCSteering interests < dangers < obstacles.
Use unacknowledged message count to work out if we're congested
Started lob ball marker, added ape run to volley
Moved editor code to place where editor code should be; ma bad
Server timeout tweaks
Fixed compile error
Increased AIDanger intensity.
Added removemoderator
Added removeowner
AIDanger intensity can no longer be higher than AIObstacle intensity.
ban.banid commands now respond with confirmation + information if already banned
Added unbanid <steamid>
Tweaked network lerp
Fixed ForcePositionTo not having the intended effect
NPCSteering no longer ignores obstacles approached from above or below.
Added parallax to atlas terrain shader highest quality mode
Added "Apply" button to TerrainSplatMapInspector; will write currently assigned spat/control maps into terrain's alphamaps (meant for import & edit)
Got legacy terrain shader (8 splat), and procedural terrain shaders, ready for real-time editing avoiding addpass
Switched TestLevel to atlas-based legacy terrain shader (8 splat); added TerrainPaint scripts for real-time editing
Swizzled TestLevel splat/control maps to match procedural (aka standard) atlas ordering
Replaced the barely noticeable splats thumbs with icons to terrain edit inspector; for quicker splat identification and selection (may be customized by the artists)
Pushed my terrain code into andre's closet (just a couple files)
Updated Lidgren to latest
Tweaked variables
fixed bug with tap strafing causing massive amount of footsteps being spawned.
sadly reverted change to tool cupboards, they now block building again ( until we're ready for this change )
Waypoint.CreateRandom now tries to pick using TerrainFilter and falls back to an unfiltered point.
Fixed bug in OnEnteredVisibility
Missing files for new sound system?
UI tweaks, GameOptions skeleton suff
test change with tool cupboards, they no longer block building ( but are required for demolish, rotate etc)
Started working on implementing a transformation stack.
Stripping out coui
Added VariableRefrence
AISense debug gizmos now show overlapshere casts.
Sprites now use `Vector2f` for positions rather than `Vector2i`.
Prefixed native calls to prevent accidental usage in the future
finished floating_city court textures, combined all meshes
Fixed NWVars and GlobalVars default value not working
[racer] Now using the new global transformation system to implement a moving camera.