200,272 Commits over 4,140 Days - 2.02cph!
Reduced texture footprint for water_bottle and de_cactus
Packed fuel_tank and forklift
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Subtracting gc_optimizations
Fixed duplicate editor entity BuildName from previous merge
Deleted a bunch of unused Battle states
Fixed stray "virtual" in EntityLink
Fixes for multiple buildings and point snapping
goat attack anim (untested)
big rock correct anim bool
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big rock requires small rock to smask up
rock is tool hammer
Packed props/large_industrial_props and props/office_furniture materials
Agent spawn related improvements.
Fixed specular not driving packed map size
Packed some larger materials
A bit of cleanup to make Dynamic Navmesh work properly again.
Immediately kill agents on spawn if they we can't produce a navmesh area that support them (DynamicNavmesh specific).
stopped being exhausted breaking both hand carrying abuns
Changed how busy inputs work. Pie menu interactions worka bit nicer now.
Recessed wall prefab
Replace prefab
Scale to fit wall piece
Dispose of steam client in GameManager.Quit as well as OnApplicationQuit to be safe
updated window shader, re-mapped all windows, created interior textures
Moved ProgressionWindow to OnGameReady callback so that we know which gamemode we're running
Fixed KNFE in ProgressionWindow init
Added packed version of standard-specular shader
Fixed packing getting flat specular when scaled up
Keywords permutation parity between metallic and specular shaders
Fixed shader packed map labels
Packed all materials depending on terrain4 textures
Packed a few rock and prop materials + recycler
* Added missing material file for the new Combine Soldier PM skin
* FIxed Entity.StartLoopingSound so that it actually starts playing the sounds it creates
Fixed a small if server check for client compile.
Added terrain atlas generator ability to load non-read/write textures
Switched all terrain4 textures to non-read/write
Yet another merge from main
Merged from ai branch to main
If ai_dormant is on, only tick metabolism simulation on agents that are active.
adding easing to unit move/rotation
renaming 'pitch' parameter to 'move' for clarity
gas station damage pass wip
Fixed some memory pooling related issues
FindInGroup editor safeguards