202,071 Commits over 4,171 Days - 2.02cph!
adding wip hologram shader for squad editor
RTSCamera now remembers what unit it was following when saving/loading
Fixed wolf not being carryable
Removed all individual player mission stuff, with some refactoring to support it. Gang missions only now. Container types implement a new IContainer interface.
Correctly show gang missions on the map
Simplifying mission code by removing personal character missions (at least for now)
deco for door and windows, models/gibs/prefabs
Fixed beard sometimes not showing
Commented world model check in GetFootPlacement (gc alloc)
viewmodel prefab update - removed 'apply root motion' from animators
Fixed recurrent GC alloc in TSSAA
Admire animations - adding to DB
Getting towards normal usage
Fixed recurrent GC alloc in SelectedBlueprint.Update
junkyard - base scene setup and autospawn prefab
Game mode can override camera profile
chromium asset://mapimage handler
added target filter to UnitSelection, attack targetting checks it.
Northern snow and ice work
TreeModelEditor for quicker setup
TreeModelEditor exposes search terms for mesh fields
Various Scenario Editor bits, removed game_scenes config file and related code
Scenario editor time controls, hour scrubber
Optimized rocket factory walkways geometry
Downscaled a few textures
TooltipElement NRE fix when parent screen has no tooltip widget
Fixed morph cache mesh overallocation
Added debug.morphCacheMem to display morph cache memory footprint
Seems to be working properly. Needs improvements though.
Only move building to new ID if it was split, not whenever block is removed
When placing block, refresh building ID only if connected blocks mismatch
Changes to evaluation target things.
DecisionContext.GetEntity is now passed into the evaluation methods.
Consideration and Condition now take self and target instead of EvaluationTargets.
WIP changing all the considerations and conditions ever.
Rocket factory / Fixed Lodding issues / added lights to mark usable doors / added broken windows near makeshift walkways
button to auto add collision and rigid body
queue texture destruction until render-queue has finished
Rocket factory / made walkway textures more rusted / fixed lighting bugs / opened additional stairway doors / opened up another window
Rocket factory / fixed walkway LOD's
update hologram effect
texture compression optimisation
wip environment
Fixed trade bugs. Trade items no longer lost if character dies as they're given back BEFORE loot drops.
Remove users and unsub events if trading entity is destroyed.
Fixed safes deploying from inventory as actual safes instead of briefcases with safes in.