255,584 Commits over 3,990 Days - 2.67cph!
Added ignore for a debug folder where I can stuff dirty test scripts, without Plastic harassing me with gusto.
added a custom editor for tester to save/load
got WorldActivity to save and load
Added topology filter to cargo plane
Refactored world initialization
Added support for procedural components to custom maps
Apparently these are used for menu state.
Cleaning up a bit, or breaking shit...
Fixed player clothes sometimes rebuilding multiple times after change
Added ItemModContainerRestriction
Only one map can be equipped at the same time
Adding Activity variants to persistence, need second opinion
Added ServerRPC Conditional IsActiveItem
Made texture2D.Clear 10x faster, allocates relatively no memory
Map fogofwar saving/loading
- Moved the machine-name quality setting stuff to GraphicsOptions (because that actually makes sense)
- Removing the "3d" stuff from InfluenceMap
- InfluenceMap.Image is now flipped so it actually matches up with the underlying zone
- Cleaned up InfluenceMap update routines but they're slow as hell anyway
* Renamed c_hands to c_arms
* Added CLuaLocomotion.IsAscendingOrDescendingLadder()
* Added CLuaLocomotion.IsUsingLadder()
* Added CNavArea.GetLaddersAtSide( NavLadderDir )
* Added CNavArea.GetLadders()
* Added CNavLadder.IsConnectedAtSide( CNavArea, NavLadderDir )
* Removed CNavLadder.IsUsableByTeam()
* Removed CNavLadder.GetLadderEntity()
* GitSync
beancan grenade worldmodel
tweaked position of the f1 grenade world model so it sits better in the hand
- Added a line on PlayerQualityControls which sets quality preset based on machine name, for better performance when working on laptop (maurizio take note)
- InfluenceMap now uses a greyscale gradient, for easier value sampling
- Added some preliminary SampleMap methods to ZoneInfluence
- Added support for influence maps updating at different intervals in ZoneInfluence
- Level up panel now correctly shows if and how many unspent skill points are available
- Added a panel to gameplay UI ready to show when you have unspent skills
- Decreased item hoover range from 200 to 100
- Moved hit shader effect calling code to a component, EntityHitEffect, and made it a required component of BaseEntityt
- Made the values of hit effect accessible from the inspector
- Added the hit effect to enemy prefabs for area 1
- Patcher glue now is correctly set to destroy on impact
- Set camera shake values to somethig noticeable again on the new camera prefab
- Fixed static lighting breaking in some cases
- Unsubscribing from addons now properly deletes the associated .gma files
- Fixed another OSX build issue
Corrected config table and fixed issue with out of range dive index
del deletes multiple objects
FOR FUCK SAKE fix collision from a bad commint
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
- Hit effect flash now has a shorter duration (0.05 instead of 0.1)
FOR FUCK SAKE hit effect and shader change
Changed dive states slightly for mavis / igor characters, added forehand dive for mavis
Mavis death anim (no giphy required Tom)