199,683 Commits over 4,140 Days - 2.01cph!
Added some really basic lighting to external gang signs
Target/Contextual role assignment UI boilerplate
Building ownership assignment UI improvements
Gang map icons always show on map, even when there are no gang members
rebuild ps4 native DLLs with __declspec (dllexport)
Working on sending the gang safe across to the client. Still got an entity init order issue at the moment
Parenting the safe to the gang HQ lets things come through in the correct order
Modified the old static gang list to work on listen servers with the new networking system. Fixes nav arrows not working in listen mode
Got score working again. Moving the angHQ script earlier broke it
Doll should be associated with the gang house it's dropped in, not the player's gang who dropped it!
Units no longer clear combat target when target is outside of aggro range, only when they can't be perceived (fixes BEF-282).
Added option to skip a behaviour chain element if it fails (needs a bit more testing).
Target filtering data for cooking on spit.
Doll destroy NRE, clearing safes after every round
Handling dropping carried item on death
Nametags for all players
Removed old nametags
electric wiring modular kit meshes/prefabs
Cherry picked water3 changesets from bandit_town
Added Half Life Source CLASS_ enums
Entity.GetInternalVariable now supports all field types as GetSaveTable/SetSaveValue does
Dredge LODs and vertex color update
More UI tweaks, no longer setting time at the start of each round
Attempt to optimize navmesh carving with respect to building.
Fixed NRE when removing comments in the AI Designer.
Fixed comment nodes not being removed from the module.
Eating on stick AI moved into the Food goal instead of competing with it.
Various AI other data tidy up and tweaks.
Added a better description etc. for the game mode
Bandit town dredge update
Added swamps to procedural map, added ocean
Wooden cabin material update
Don't show nav arrow when close to target (basically when in gang building)
Fixed a glitch in ceiling light UVs
HH mode requires at least two players to start
Restore is isRunning console flag
Fixed foam computation causing gradient waves in high values; tweaked to roughly match
Fixed foam modulated by reflection; white foam is white
Foam in rivers now animates with waves
Fixed ocean color global shader property not linear
Fixed visibility toggle not working on some water bodies
Added water body component to generated rivers
Moved isrunning check so it actually works
IsRunning flag message for clients
Minor UI edit. Ready button is a bit bigger ¯\_(ツ)_/¯
Now supporting draw results (more than one winner)
Let HH start with 1 player. Easier for testing