202,078 Commits over 4,171 Days - 2.02cph!
Player creates tribe on awake
Fixed debug comopents foldout not really being a foldout
Cleaned up a few prefabs
Added item names to related debug output
Removing error box from DSE drawer
People will drop items they don't need or want to keep
People will desire to retain items that the player told them to pick up
More desire related AI tweaks
Entity data object field in debug window
Fixed holosight item showing a phantom file / duplicate error
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Automated Windows Build #347
Automated Linux DS Build #347
Moved projectile calculation into CombatAlgorithms
Automated Windows Build #348
Status effect stuff (proper functionality pending a different tools tweak)
Automated Linux DS Build #348
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )
Removing old fields, helper class
Fixed bad conditions drawer
Foldout effect evaluation sets by default
Fixed bad resting flag thing
Data save
Started reworking the player tasks into different types (tutorial type doesn't work yet, so don't use it!)
Fix deadlocks in CMatQueuedRenderContext::ReadPixels, CMatQueuedRenderContext::ReadPixelsAndStretch, CMatQueuedRenderContext::GMOD_FlushQueue
Render queue now flushes when almost full
Disabled EnableThreadedMaterialVarAccess (useless with queued IMaterialVars)
Stopped creaton of some ConVarRefs every frame
Automated Linux Build #349
Automated Windows Build #349
Automated Linux DS Build #349
Automated Linux Build #350
Automated Windows Build #350
Rough implementation of sub tasks (currently relays information through Debug.Log)
Automated Linux DS Build #350
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- Ability pickup UI is now blue to look different from weapons (placeholder, as usual)
- Fixed some crates spawning with no loot
- Fixed time slow shield issues, reduced cooldown
Effect action chain field renames
changed randomNumber so it is between 0 and 1 and then use that as an offset to start animation instead of a speed modifier as it was really annoying when tweaking settings and the animator blowing up and setting idle anim speed to 0
- Player start position is now correctly set if a dummy is specified