200,010 Commits over 4,140 Days - 2.01cph!
Removed Entity from EntityTypes enum
Fixed all bad BCD data related to the above enum change
Upped queriesPerSecond default
Data fixes
Default to Utlra quality
Radial menu runs condition evaluation on target SmartObject interactions (only shows those that pass)
Unit.Update no longer public or virtual, moved TickMorhs to UpdateMorphs
- Tired to make wood look more like wood would
Radial menu supports abilities and unit targets
Added AbilitySettings.ExposedToPlayer flag
Made some name fields in DataAsset [NonSerialized] (should stop weird name issues)
Fixed lighting mode tag in custom particle vertex lit and pixel lit shaders
- Started making a Bridge/island pathfinder
- Pathfinder cleanup. Now outs a list of islands
Replace KillerName in streamermode
- More controls, more building stuff, more more
- Birdge pillars now have colliders
- Bridges now require resources
- Started refactoring some stuff to support the new gameplay changes
- Started making an Action Queue visual debugger. Has no visuals.
- Visual AI debugger progress. Visual-ish.
- Visual debugger visuals++
- Nearly there, made an on top shader for line positions
- Debug visualiser done for now.
Put DefaultFixedOutline font back to Lucida Console on windows
Limited length of URL in JavaScript error prints
Fixed alpha blending for Awesomium panels on OSX
Added Entity:GetBaseVelocity()
Added Entity:SnatchModelInstance( srcEntity )
Added clientside bindings for creating projected textures
Automated Linux Build #244
Automated Windows Build #244
Automated Linux DS Build #244
- Building UI options now have icons
- Building definitions have icon property
- Buildings have a tier property, and are listed in UI by tier order
- Can now cancel out of any special control/build mode with right mouse
- Icon tweak
enabling decal shadow on some fade materials