200,156 Commits over 4,140 Days - 2.01cph!
Just needs testing now...
switched priority of changing combat ability with attacking to hopefully avoid people using the wrong abilities sometimes.
Nuked MinAngularSpeed from nav data, Navigation sets angular speed from data every frame (for tweaking)
Work time consideration returns 1 all the time (pending exposure as a player controlled mechanic)
Disabled high quality shadows (PCSS) on glcore (sampling bug)
Finish off removing the hack on UI text. Make it work nicely with the new system.
Merge: Finish off removing the hack on UI text. Make it work nicely with the new system.
Game modes can decide if they support shops or not. Also added some standard colour definitions to keep things consistent through the project.
NPC sensory system rework, WIP.
More progress on the new NPC sensory system.
Attempt to fix random black pipes problem
engine_client.so links happily
dedicated engine.so builds too
srcds_linux_x64 sort of launches
updated unitview magic unitLookAtLerpSpeed number to match peturs turn speed changes
init filesystem in srcds builds (???)
makeshift canoe and oar - fbx, materials, prefab, lods and textures.
Powerplant progress backup
Various little game mode UI fixes.
Few more UI fixes, start and end message can now be customised per game mode.
more input work, wip software cursor/control
More fixes. Character now stores information about who killed them, also used in the prevcharacterinfo class.
Added CloseOnEscape utility component, replaces manually doing this in update for various UI widgets
UI management now uses gameobject active state
fixed connection checksum - clients can connect
Fixed wrong end game message
Powerplant progress backup
Remove the crime dependency for now.
Added a quick label and NPCs
Powerplant progress backup
fix vcollide deserialization