192,356 Commits over 4,049 Days - 1.98cph!
added support for body customisation: protobuf, browsing, equipping, saving, editor states, definition.
Added beforefoliage impostor bake and runtime shaders
Changed color, hue variation and darken to instanced properties in BeforeFoliage
Cargo ship hull vertex paint v2
cargo ship scene prep
breaking up crew building into smaller models
crew building interior greybox pass
added static ship door
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[D11] Updated RustNative code / recompiled console DLLs
Fixed trigger evaluation routine running in incorrect game/time states
hooking up some career sponsors ui code basics
Fixed crafting order panel counts not resetting
Cargo ship hull vertex paint
Fixed broken score display for score-based game types
Merge game mode refactor into Main. Spawn-related methods are now in a separate interface, somewhat decluttering game mode classes.
Conversion complete for all game modes
Let's use interfaces for both
Network game modes are getting pretty full of stuff. Trying splitting some of it out. WIP
Updated ASE to latest 1.5.4
Dispenser can hide entity view when empty
Crafting order creation uses LMB/RMB to change count
Some refactoring
avatar face icon renderer stuff
adding face icon
adding icon shader (adding the outline in the shader)
tweak temple environment model to attenuate the bright spot in the middle
cleaned some unused material
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Eliminated GC from TOD image effects
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moved to left side (forgot about the killfeed)
wip placeholder objective UI setup
Updated impostors to latest
[D11] Fixed missing D11_CONSOLE_PORT defines
Some changes to auto checkpoint generation. Try to find some tall buildings to go up - but not every time. Fixed a bugs in the free space finder as well.
[D11] UI Controller support and additional support files
Random race checkpoint generation
Checkpoint ordering stuff for predefined checkpoints. Will support random checkpoints as well.