202,448 Commits over 4,171 Days - 2.02cph!
Fixed potentially offcenter entity occludee
Debug hurt command takes hit bone as optional parameter
fixed magic plate armor
restored negative effects of heavy plate (cold/heat)
fixed autoturret laser spazzing out
autoturret laser brighter
Cherry picked shadow shader fixes from main
Subtracting
19330 (alexrehberg)
Asset loading is now handled by the Database rather than const fields.
Trying some stuff for AI pathing. Might revert this
Phys effect sound ref fix
Improved AI pathing system
More delay on city nav gen - it was occasionally still failing
Initial implementation of AI unlocks
Improved pathing, no more oscillating around target position
Merging latest AI work into trunk
dropbox/mailbox fbx, prefab, textures and materials
Pathfinder no longer static class, each game instance has one. Purging more PFTile shit
Fixed MapEntities spawning after loading a save
Disable movement voilations until we figure out what's happening
Pathfinding debug for highlighted tile
* <gamemode>.txt convars now have GAME flag and can be hooked onto with cvars.AddCallback
* "Live" persistence changing, fixes persisntence not loading the correct save when set from server.cfg
Automated Linux Build #598
Automated Linux DS Build #598
Automated Windows Build #598
small draw distance fix on warehouse
Disabled revz in editor (only needed on builds)
bone fragments - fbx/prefab/materials/textures
Can use entity.spawn in debug camera/spectator mode
Client and Server convars can share the same name
Animals will eat dropped food if they're hungry
Added MainCamera.Raycast
Convars can specify a name
Convars can receive Vector3
Added ai.ignoreplayers
Ai BusyTimer has an OnFinsihed callback
added entity.spawnitem (spawns item in world, where looking at)
Fixed culling ignoring terrain occluder holes; e.g. caves, etc..
Changed all non-terrain occluders to use the same material
Moved and updated proto premake script
Refactoring, making everything less insane