198,742 Commits over 4,140 Days - 2.00cph!
Working on some event stuff for game modes, but ended up doing a bunch of other fixes and things along the way. Only committing some of what I've done here so this is probably a commit with errors.
ServerBrowser builds, client can launch and load into some maps
fix IGameConsole casting int to vpanel
html_chromium builds
resources & menusystem compile
launcher, shaderapidx9, unicode, compile
Sorting out alignment / resizing issues
Fixed senses not working after starting a new session (oops)
Switched coverage queries to AsyncGPUReadback; enabled non-windows platforms (testing)
Replaced old powerlines in the compound monument
Fixed AO flickering when both MB and TAA are disabled
Electric poles / spotlight and snapped cable variants
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Fixed NRE in tribe creation when starting a new game after quitting a loaded save
Quicksave overlay
Added BudgetYield utility for iterating over collections and calling some function within an ms budget
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windows builds run in parallel
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Updated AO2/GTAO to latest; patched
Toggled downscaled AO mode; 2x faster, same quality
Viewmodel range AO tweaks
Lot adjustment done at placement time.
Checking a lower tickrate
Fixed load game button tweens targeting wrong objects
Updated lot to work from prefabs
CmdAttack and CmdMove verification now checks the units belong to the player sending the command
Broken electric pole variant
server ends player's turn if they send an invald/cheat/unverifable game cmd, but only if it's their turn (so they can't send an invalid cmd to end opponent's turn)
server verifies clients can only surrender themselves with CmdSurrender
Hapis compound monument prep
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server now sets the cmd player ID on receive from client, based on their connection ID to prevent match player ID spoofing.
added GameInsance.GetPlayerIDFromConnection()
Possible fix for cave spikes pit resetting last wipe
WTP terrain blend texture fix
Added padding polygon strip to sewer tunnels to avoid sky clipping through at lower quality levels
Fixed UV direction being wrong on all watch towers
Updated PCSS shadows to 2018.1
Fixed PCSS shadows for point lights + added blue noise
Leveraged PCSS and blue noise w/ TAA for smooth penumbra shadows
Fixed core/skin bug in normal blending
Touched relevant shaders
Woodcutter AI now uses similar logic to general stockpiling AI but only stockpiles logs.
Same as above for Stonecutter.
Added a quarry to testbox.
New electric poles / removed old meshes
updated player anim source files