198,704 Commits over 4,140 Days - 2.00cph!
Added useVertexNormal and doubleSided lighting option
Reduced albedo on rotor materials for heli and cargo plane + enabled normal and double sided
Added rust/std particle for consistently lit particles + opaque/cutout deferred path
Fixed wood and cloth flecks impact particle materials
moved launch_site silo to industrial structures folder, standalone model
moved launch_site warehouse to warehouse folder, standalone model
pavements modular set WIP
scene re-arranging the office side flow, decluttering a bit
VictoryCondition can now have an associated condition value which the condition checker evaluates the gamestate against
basic MatchDefinition and DeathMatch definitions
Moved to a class based VictoryCondition checker setup, so different victory conditions can be added to a GameInstance per match at runtime.
Added team eliminated VC checker
TimeScale physics test
Fixed EnemyOverlayWidget assigning multiple icons to the same Unit
Update support link for DirectX error message
More messing around trying to figure out the NoSteamAPI errors
Moved post pro into standard assets
Deleted old ExternalAssets in proj root
util.Trace* functions will no longer crash the game when used before the world is initialized (and will silently fail when used too soon)
space_center_office_bld_b wip
level update
Fixed lit emissive smoke vertex lighting; e.g. heli lit smoke
Items spawned via terrain system extensions are given a vertical offset to avoid falling through the world
AI event logging under seperate flag from decision logging
UIIMaskedImage native shader port
Fixed people dropping items that they need for building
GameManager out of bounds log uses actual world bounds now
Update Windows build scripts for build server
Fixing missing positions on seat buildings
- Got rid of a bunch of stupid combat callbacks, now just check state in relevant actions
- Only show enemy icons for humans, reduced range
- Unit info widget can no longer show desire text
- EntityManager OnGameSecond callback gated by game State
warning log for off grid entities
GridManager will now only set a new grid position for an entity if it is valid
QuadTree now throws exceptions rather than logging.
Fixed "Equp Carried Item" showing for items that are not carried
UnitAttachments.CanAttach error handling for invalid entities
DistanceConditionSettings NRE fix
Fixed UnitActionDesire.InternalReset NRE
Catch Zone+Biome.GetCurrentTemperature NRE
Rocket factory / room dressing / additional doors and ladders
Reduced LOD popping on weapons
Fixed tribe create fucking the camera
Replaced skin color scale with skin material base color brightness
Switched ui_mask to native shader, disabled resize hack to test
Added OOPS emote category, renamed some of the others to make more sense
Added Before/UI Masked Icon (Debug), a barebones version of UI/Default that outputs white, no alpha or clipping
Timer text is now always visible, not just when < 33% time