194,319 Commits over 4,079 Days - 1.98cph!
More validation.
Replaced a bunch of conditions that used to have a blackboard mode with the target version and appropriate target modes.
Tooltip coding backup. Welp.
Item category shit.
Sockets / constructions can check if they can connect to other sockets / constructions at a simulated position and rotation (before placement)
Eliminated ConstructionLink, NeighbourLink and StabilityLink special cases (now all using EntityLink)
Other biome flower tweaks
Added convar to alter Navmesh Obstacle behaviour.
Fixed camera profile not being reset to default after entering a edit session and then starting a new game session from the menu
Validation improvements related to enforcing ValidTargets
Animals should die less on spawn during server startup (if at all).
Removed CanTargetSelf and RequiresTarget bools.
wip environment
getting latest
tweak some shaders
Candy cane club lowpoly and textures
Updated TTT gamemode to the latest version.
Enable ScenarioEditor in standalone builds
Fixed particle shader compilation errors
Added configurable intermediate format for PostProcessLayer
Fixed player preview background
Primitive lootbox fbx/materials/prefab/gibs/textures
Added more stuff to plugins project
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tutorial squad change.
more tutorial.
Tweaked NPC attack offsets.
Dormant agency for NPCs support Dynamic Navmesh.
Entity Query has special grid for player queries.
Custom navmesh terrain mesh now respect nav_wait.
Cleared some gc from AI systems.
Subtracted 23812; needs a better approach
* GitSync
** Added info of mount.cfg into gameinfo.txt
** Fixed DFrame buttons being higher than the header
* Added INFRA spawnmenu icon and map category
* Updated INCOMPATIBLE map definitions
* Changed "quick search" to "quick filter" to better represent what it is
Fixed sporadic edit-only error in PostProcessLayerEditor.OnEnable
merge into main
protocol++
code cleanup
tonnes of minigame work
tightened up all colliders
trees give half their resources on falling
disabled minigame on some weird small trees
Added NPC AI check when buying drugs that skips going to buy them if they have little cash. Has the added benefit of spreading out their visits to drug sell zones after server start, since welfare payments are staggered and they start with zero cash.
Fixed the Mafia building sign showing Sokolov instead of Mafia
New mushrooms (no lods yet)
Make a note that RequiredReversible does nothing yet.
Lazy deferred decal draw queue/order
Reserialize mission definitions
Working on a new mission feature