199,015 Commits over 4,140 Days - 2.00cph!
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
Animator state tags, items callbacks fix
Combat + Items logging, animator stuff
Upload to testing steam branch
re-enable linux/osx depots
Practice crowds set to full and 20%
Replaced old map with new
Rocket final models/LODs/COLs/Prefabs - including interior material variations
Linux client build scripts
Added island02 to scene loader
Fixed potential NRE in UDM filtering
Fixed missing interaction references in some AI assets
Intention removed from Action execution, always written to blackboard during BehaviourChain is constructed
IIntention ported to abstract BaseIntention, handles blackboard write internally
Removed modes from some actions (DepositEntity, FeedItemToTarget)
Removed a bunch of intention based Actions & Behaviours
macOS builds use 1 makefile instead of 2, removed crazy verbose options
- Fixed Combat not resetting the active combat ability when dropping (or throwing) a weapon
- People will now pick up their last thrown weapon after combat
- Weather only ticks in GameState.Game
- Added weather type for the overview map
- Weather supports TOD scattering height falloff
- SmartObject interaction position groups enable/disable positions when all plans associated with the group are disabled
- Improved Building interaction state management
player areas now know about their crowd
crowd attendance is set from the server sent streak value
help button is now ignored when you mouseover it while turning camera
Link to correct libtogl on OSX builds for real this time
▆ ▋▄▅▌▋ █▄▍▄ ▄█▅ █▌▌▋▆▉ ▊▆▄▆▆█ ▉▅▅▄▍▌▆▌██▍
Removed a bunch of redundant Units.Items[].AsItem usage
Crowd randomised, attendance can bet set to a percentage based on streak
Unit items debug collates items by Id
Fixed projectiles not being dropped properly
Fixed combat component usage of UnitView.FaceTarget