194,188 Commits over 4,079 Days - 1.98cph!
Added AIEnabled flag to LocalGame.cs on LocalGame object, untick it to make the AI auto pass it's turn @ezmeow
added Available flag to MatchDefinitionSO
GameHost will now only pick from available match types
Fixed EntityManager throwing an exception on boot
Suppressed "Go To Sleep" command while a unit is asleep
Exposed "Wake Up" command to player while a unit is asleep
NPCs going to drug zones mostly working but WantsToBuySomethingNearby code is a huge mess, need refactoring
NPC behaviour isn't any better yet but performance is a lot better.
Reinstated my GUI changes after the merge
Merge in changes from Main. Erased my GUI changes for now, will re-add them manually
Working on NPC pathing to drug sell areas as appropriate. Currently incomplete and slow
Local dynamic navmesh is now aware of when its overlapping a "prevent building" zone, and will increase it's navmesh fidelity when it is. Still a lot of work to do here to make it look good, but it's slightly better.
removed a bunch of attributes, added stamina (used by movement, jumping, melee)
Race mission now playable in single player mode
un-fuck fallbacks.vpk (merge)
Updated ASE to 1.1.0 dev 002
adding icon font
adding WIP attack info on unit panel
Better use of blank space in main menu on smaller resolutions
missing from last checkin
Added LOD materials to rocket factory prefabs
Rocket factory optimizations
Cheaper occluder
Less materials on LODs
Added cheaper LOD stages to some objects
Reduced number of materials on LODs
Cheaper materials on LODs
Added nav_local convar to allow console control over whether to use full dynamic navmesh generation at the start, or use a local navmesh per npc.
removed radiation, UI fuckery
GameHost now picks a random game mode each match
updated Control1 map to work again
Wrapped some editor functions so build works again
Custom build squad checker now works with new map DB
newly crated map files are now correctly flagged as dirty
squad loading
Rocket factory helicopter didnt cull - fixed
Slight quality of visuals tweaks on the Rocket at launchpad (was too degraded, popping)
changed mapName to mapID (string to int) in ProtoBuf and all references
map buttons now grab the map title
maps should now load from the provided map id instead of name (can't test this until I update squad loading too)
map type value is set in it's data file when the map is created