254,390 Commits over 3,990 Days - 2.66cph!
- WIP new mission type: timer
Entity spawn test console command (entity.create)
Automated Windows Build #154
Automated Linux Build #154
Don't try to load binary modules that have the same name as a base Lua module
StabilityEntity protobuf stores distance from ground
Automated Windows Build #153
Automated Linux DS Build #153
StabilityEntity protobuf stability value is optional (backward compatibility)
StabilityEntity saves and loads cached stability value
Automated Linux Build #153
Profiling
LookAt perf tweaks
Fixed cyclic reference detection in util.TableToJSON
Fixed cyclic reference detection in PrintTable
Plugged in anim events and moved stuff to correct folders
Tweaked anim events to prevent delete component in a callback errors
Added dive test
Fixed Owl dives
- Sinewave movement tests
- Can now press space on mission select screen to roll/start
Removed SmartSubscription.IsActive, fixed some issues with SmartObject subscription
Igor - forehand/backhand hold anim source
Player GoTo fix
CanFindBuildingMaterials filter NRE fixes
Agent Manager is now slightly smarter about how it updates its agents OnSecond and OnMinute.
UnitManger unit ticks per frame to constant
TOD day length now 48 real minutes
UnitManager tick optimisations
Unit+Sense profiler hook removals
- MortartLauncher can now be set to to player or own position as target center. Added a minimum radius range so it can be set to avoid launching onto itself ;)
End profiler samples properly in Unit+Senses FindPerceivedUnits
ValueMitigators added to CombatEffectParameters and Unit+Combat
Removed use of generics in Agent+Stats GetStat methods, rewrote with type specific methods (GetAttribute, GetVital, GetNeed, GetSkill)
Cast caching in Stat+Properties
- Some BaseProjectile refactor, deleted some old scripts
added eclipse mode to court wear shader. added new temp court wear texture
new mammoth
test on deer to get animals working with generic controller
- Changed more stuff from Bolts to Nuts
- Renamed bolts to nuts in code, changed UI
Foliage _test folder, with crappy fruit mesh experiments, nothing to see yet, shoo.
▅ ▅▉▄▇, ▊▉▉, ▉▇▇▄▇▇ - ▌▄▅▌▊, █▌▅, ▊▆▌█▅▄▄, ▆▋▆▅▊▇▅▄▇
▄▅█ ▊▆▍▍ █▉▍▄ ▄▇▆▄, ▊▉▍▉ ▆▆▌███
- Extended BaseLauncher to MortarLauncher and deleted test mortar launcher code
- MortarLauncher can now have a random radius around target position
- Marker tweaks
GoToRandomSpot tweak
BeforeDebugObject revived and fixed
PlayerGoals get named
Unit+Combat applies combat effect value mods correctly
Lots of stat tweaks
These apples had bad normals.
fixed bug with the beancan grenade fuse not disappearing
fixed bug with the crossbow not showing the bolt when the player loads it, and then switches weapons.
Nuked deprecated ssao extensions
Patched normal decoding on AO just in case
Automated Linux DS Build #152