201,532 Commits over 4,171 Days - 2.01cph!
Fix fallback always being applied.
Added the timeout fallback to parameters, so that it's adjustable per building in data.
Timeout fallback is now on scaled time, rather than unscaled.
Reviving line of sight check is more forgiving such that it doesn't cancel immediately when losing focus
Broadcast mask with other decal data
Mask works in game
progress - vertex painting
New Beep Build: new decals, fixed speed cams, fixed bug report
Changed decal/deferred-decal emission intensity property to hdr color value and fixed it not being applied
Fixed
Beep - small material fix
cherrypicking the deferred decal shader fix
Fixed deferred decal shader writing roughness instead of smoothness (error on docs)
Disable stats properties generator
Fixed escape key on Build/Craft menus
Attempt to fix gbuffer channel interference in decal shader
Building blocked message is only shown when in building mode
Holding a hammer also enables the building blocked message
Cleanning up/wrapping UIManager escape handling, PlayerController radial input stuff
Fixed "goto" abilities appearing the selected unit radial (on self)
Fixed "pick up" interaction being shown in radial for held items (althought disabled, now hidden from UI)
Renamed a poorly named parameter
cherrypicking the deferred decal shader fix
Ore veins WIP textures and decal prefabs (gold and uranium)
Glow worms textures and test models
Adding cave dressing scene
Injectors, Collaboration progress
Changes to how negative AI DSE contributions are handled
Fixed foliage displace shader d3d11_9x compilation error
Merged foliage shader fix
Collaborations first draft. AI Module added to humans. People hug a lot.
profile samples for GamePhysics
rolled back to 5.4.0p1
Added Conversations as Collaborative behaviours (kinda broken)
Added "social" tag to some animator states in the HumanController
Added RandomiseAnimationTrigger Action
Fixed AnimatorParameterDrawer being slow as shit
Renamed StatParams > StatData, reimported data
Support for setting a stat via a stat manipulator
Visibility / Noise / Odour are now Vitals
Vital max values can now optionally be imported from the spreadsheet
Let's not comment out vitally important stuff
Initial pass on Stance effects which don't depend on movement.
Current value modifiers no longer also modify max value