199,294 Commits over 4,140 Days - 2.01cph!
Expose game options in inspector
LoadGameFromSubscene no longer fucks you if you have a zone scene and main loaded in the editor \o/
Added custom editor for OptionsManager
fixed out of bounds texture access
added beep truck lod0 prefab, adding training scene
added rough garage scene to paint_scene, tweaked lighting, tweaked materials, added some new decals
made new decals read/write enabled
changed triggerPickupRight to triggerPickUpRight, damn U
Fixed Units not being able to pick up some items
Sfx added to anim, atmos music chopping
Added support for audio bundle assets than can be passed via animations.
added axe sounds to audiobundle
UnitView OnPlaySound tweak
Unit audio sources now use a pooling system.
Removed no longer needed audio sources
Fixed individual unit pitch not being passed to the audio source
Added a prefix to all Effect names
Removed Alive Effect, now handled by Awake and Sleeping
Effects tweaks, editor improvements
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FOR FUCK SAKE missing file
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Use render queue for Lua IMaterial setters/getters
Added actual error messages to CMatQueuedRenderContext::AllocVertices/CMatQueuedRenderContext::AllocIndices
CMaterialSystem::GMOD_FlushQueue only finishes current render job when necessary rather than every call (makes render.RenderView not super slow)
smartojbect_test repro setup
BehaviourChain.Add ignores Behaviours with empty ActionChains
BehaviourChain.IsValid is set explicitly at the end of DM
all these are yet to be setup in code;
triggerConfused for humans to play when they dont know what to do
isDancing for humans to enable when they should dance
isCarried for animals to enable when they are dead and being carried on shoulder (animations only setup for bear and deer)
More detailed hit stat tracking
BehaviourChain.Break invokes OnChainBreak...
Added shaderforge to beep project
Created new paintable truck shader
Created temporary paintable texture
Used "i" iterator over list when "j" should be used, would sometimes lead to out of bounds error unless "i" magically happened to be within the scope of "j".
Added a wee bit more robustness to the OnBreak function (testing for null, rather than trusting our gpv is not a reset gpv (eg. when GP is null)).
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fixed snapping on rock idle player anim
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Fix for BR spectator cam (hopefully)
Server compile fix (cc diogo)
Reverted tiny FinalizeTick change from earlier this week
Fixed violations not ticking down when AFK
working version; needs projection fix