198,940 Commits over 4,140 Days - 2.00cph!
More controller movement stuff
Added aperture, focal length and kernel size controls for DynamicDOF in free camera mode
More movement controls stuff
Basic gamepad unit movement controls
LightCube_t copies full input data properly
GitSync - Small error fix for properties & html js error fix
Entity.GetBoneCount, Entity.GetBoneParent and Entity.TranslateBoneToPhysBone will no longer return no value when they fail and will return -1 instead
Remove testing branch's Steamworks scripts
Minor optimisations in Effects, Animation and Agent+Behaviour.
Merge toolset changes (VS2017, GCC4.8, clang) w/ C++11
Upload both linux libawesomium binaries to Steam (why are there two?)
Fixed Blackboard.Copy not correctly setting values for some keys (entity components)
Fixed AI debugger not working after leaving playmode
Fixed another filtering NRE
Fixed pontential NRE in UnitDecisionMaker+Filtering when evaluating interaction subscription without filtering by EntityType
Fixed DM Goal priority being broken as all fuck, now used as part of score (testing)
Test auto build trigger #3
Test autio build trigger #2
VPC no longer says it's generating VS2010 projects when generating VS2017 projects
Fixed a bunch of decor rocks not having colliders
Cleaned up item position validity checks post spawn, added to context menu for ItemView
Disabled pathfinding filter again
- WeatherSettings can be flagged as not for use ingame (special weather for map view)
- Rebaked island02 with smaller tile size to reduce floaty units
- Re-enabled pathfinding check in UDM filtering, now uses Unit.Navigation.IsValidDestination for some additional optimisations
- Adjusted shadow cascades and distance, disabled dynamic distance
Remove preview 1 from srcds VDFs
Disabled hacky sincos asm stuff that doesn't work with clang
Added steamworks VDFs for dependency_hell -> testing
northern cave area surroundings
▌ ▅▅▇▋▇ ▉▍█▍▌▊▌▆▌ ▇▉ , ▄▍█▆▇▄ ▆▉▍▊▄
Weather clouds and post stuff, other bits
Rename steam VDFs to match plastic branch
Moved/renamed steamworks scripts, don't send Awesomium libraries to systems that don't need them
Performance UI widget uses unscaled time
- Fixed bad profiler sampler in UDM
- Fixed SetDestination combat mode not properly updating current combat ability when it changes, or setting new destination
- Added new callbacks system for animator bool changes, used for pickup and switch events
Light intensity correction on water, vertex lighting (approx) and a couple of third-party shaders
Create garrysmod.ver during build
Build-Win32.bat & Build-Win32-Projects.bat
Fixed ambient lighting to match brdf and lighting intensity corrections
Deferred shading now supports legacy and core/new brdf simultaneously (transitional)
Octahedron encoding normals by default on core path
Tweaked water shaders to fit recent brdf changes
Fixed command buffer manager sometimes not working properly in edit-mode scene view
Fixed deferred extension sometimes not working properly in edit-mode scene view
Switched deferred extension to command buffer manager instead of ad-hoc