115,276 Commits over 3,959 Days - 1.21cph!
Fixed bright code-lock open/closed lights when non-lit; switched transparent materials to opaque (needed shadow)
Added conditional packed map keywords
Added texture packing processor and tracker (wip)
Added packed version of standard layers; base layer first
Renamed packed standard shader
Increased time tolerance for terrain texturing runtime support map generation verbosity
Scene stuff
Softer, more natural lighting test
Updated native plugin (Linux)
Fixed multi-material editing for packed materials
Skin texture load memory management fix
Updated native plugins (Linux)
Added separate shader gui for packed materials to reduce transition issues
More packed shader work
Updated native plugins (Win + OSX)
Launch site / warehouse grounds dressing progress
Added updatebatchspawn convar (used instead of updatebatch when spawning, improves receiving data performance)
Fixed Strips Actions not properly showing debug visualization in Apex editor.
Can now guide which functions of a Strips Action should forward into Apex.
Nuked source cache folder
More seamless packing shader gui
Updated Linux native plugins
Updated native plugins (Win + OSX, Linux to follow)
Merge from async_texture_loading
Launchsite warehouse / scene progress / vertex paint /dressing
Merged for less messy branching
Experimenting with a STRIPS Planner AI that would allow for modular ai actions, an understanding of an action's impact on the future world state and the generation of procedural action queues / plans with replanning, like in F.E.A.R.
Native call return type tweak (int to void)
Added AsyncTextureLoad (loads + compresses texture asynchronously in a thread, usage similar to WWW class)
Scene2Prefab for loading screen
Reverting accidentally commited ProjectSettings
Added skip button to skin download stage of the loading screen for when Steam is having trouble or the download gets stuck