198,636 Commits over 4,140 Days - 2.00cph!
Using AsyncRequest in the payphone UI for cleaner async networking. Gets mission details from the server.
Networking for the payphone
Merge from shading revamp
Reassigned maps to skin materials
Disabled spec map post processor until after merge
Fixed post subsurface d3d9 shader compile error
Added core env brdf lut generator + default asset
Added indirect diffuse and specular support to core brdf base pass
Added deferred extension params for gbuffer extension
Added core/hair shader (wip)
Updated core/generic shader
Updated core/skin shader property names to match core/generic
Renamed core brdf files; moved shaders to "core/" on selection menu
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Added keyboard controls for payphone UI
Properly count-check heap popfront uses to prevent NREs.
Tail setting must check for 0 count.
Clear bug in Binary Heap fixed.
FillBar function now takes a map value multiplier.
Mapped XP ring to 0 - 0.875
AI debugging group close fuckery
correct link of DecisionMaker comparison.
Fixed the debugger already.
Can now cycle through graphs with mousewheel
awards finished showing event is now a coroutine, delays for XPDelay before the XP bar starts filling
Slightly better drawing of end
grouping best goal and goal plans so that we nest in the DSE score logging within the relevant goal and goal plan log groups.
Fix for graph generators being init'd every game
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Fixed decision log groupEnd elements being nested
Added loggingGroupStack validation after we're done with FindBestModule, where we would expect this stack to be empty if there's a correct number of End log groups to Begin log groups.
friendly fire award processor + definition file.
fixed most DMG award counting team dmg
Decision log drawing crap
decision log groups now have children