201,115 Commits over 4,171 Days - 2.01cph!
re-exported temple ground stone with less of a gap between each stone. tweaked diffuse map on ground stones to be less dark and removed black from edges. changed lighting to be less contrasty, changed lighting position and height, added new court lights, working on eclipse mode, added eclipse modifier to temple shaders
Holmzy's Law: When admins give items, announce it to the whole server in chat
changed lighting to be less contrasty, changed lighting position and height, added new court lights, working on eclipse mode, added eclipse modifier to temple shaders. rebaked lightmap..
Automated Linux DS Build #127
Moved secret debug keys to console commands (lookingat, noclip. debugcamera, drawcolliders)
Automated Windows Build #128
Fixed missing textures on key lock
Automated Linux Build #128
- Launchers can now be set to be manually ticked
- Launchers are now set to manual tick when they're init'd from a WeaponSO
Fixed rock particles from colliding with player collider
Cowboy - Updated win anim, added lose anim
Cowboy - Added win & lose anim
Automated Linux DS Build #128
latest version for backup
Expanding Unit+Desires system to support a generic ItemDesire type
- WIP refactoring of Equipment handling
- Ripped out loads more now unused stuff
More desires and ECF tinkering, NRE catchers (+ warnigns) in DSE constructor
- Deleted all the old character UI code + files
- More item work
Added "sort by decision weight" button to GoalSettingsEditor, which does that
UnitCanFindEntityCondition will create a new ItemDesire when it can't find the requested item (provided Id filter is present)
Build Goals re-organisation
ItemDesire files
Fixed options visibility issue
- Equipment now uses scriptable objects
- Reworked equipment loading/saving and simplified everything
Fixed GMPublish Linux link order
Added loading bar text when waiting for Steam auth
Automated Linux Build #129
Automated Windows Build #129
- Weapon definitions now have link to projectile prefab and launchers initialised from a weapon use it instead of projectile name.
Automated Linux DS Build #129
- Can now set an effect prefab per weapon definition to be used as a muzzle/firing flash
Added command line option to cause BAssert to dump (Windows only)
I have faith in you, Linux DS
Automated Windows Build #130
That wasn't very cross platform of me.
Automated Linux Build #131
Automated Linux DS Build #131
Automated Windows Build #131
Automated Windows Build #132
Added terrain specular gloss control per-splat (requested by Petur)
Updated shaders to 5.3.1; added normal encoding aware deferred reflection shader override
Merged in speedtree shader fixes from Rust
Merged in water2 updates from Rust (wip; global fog support pending)
Added initial fog support for transparent surfaces (shader mods later)
Changed sky dome probe reflection culling mask on TOD profiles to sky-only (was breaking water refls)
Initial sound implementation. Generic footsteps. Generic racket sounds. Ball sounds. First pass at lava court ambience.
Add .DS_Store and ableton's .asd files to ignore.conf
merge from main/sound-initial-implementation
Proper alpha blending for Awesomium panels.
Automated Windows Build #133
Automated Linux Build #133
Automated Linux DS Build #133
I forgot to enable the previous patch. Here we go again!
Automated Linux Build #134