192,975 Commits over 4,049 Days - 1.99cph!
Scene2Prefab saves prefabs individually again since nested prefabs had to be disabled
added collect cash tokens sponsorships
Added skin memory usage to print_loaded_skins
[D11] Debug jenkins win64 client build
[D11][#279] Fixed issue with quarry where mining belt would always be spining
Award any mod reward on sponsorship completion.
Show mod reward in news items.
Support forward and deferred
More render.* convars
Fixed foliage billboard shader
WIP sponsorship mod rewards/serialization/display
[D11][OFFSCREENPARTICLES] Broke the loddng, i'll fix it in a bit
Fixed heli collider layers, which fixes heli character vis issues.
Flickering, generally buggy character vis was caused by CullVisibleCharacters also checking triggers - for instance the interaction trigger capsule on characters. Unfortunately there is no QueryTriggerInteraction parameter for RaycastCommand, which we use for character vis checks. Instead, I've changed the global default to not query triggers, which disables trigger queries in RaycastCommand, and then combed through all existing physics commands to make sure they've got the right tigger setting (since many were using QueryTriggerInteraction.UseGlobal).
Diffusion profile for leafy greens.
Coconut/corn/pumpkin conversions & file cleanup/naming/folder consistency.
Scene backup.
Some minor general cleanup
Enable both landscape rotations
Added a "tiles moved" sponsorship objective.
Added a unit moved event.
Added a unit moved objective trigger.
Added MPTilesMoved processor.
Tree SSS diffusion profile & pine mat conversion test.
More daylight fuckery.
Assetgallery backup.
more turn limit sponsorship objective stuff
Updated to 2019.1.7f1
Removed depth offset from terrain (at least for now)
Added ConVar.Options
Started render option convars
Fixed atmosphere volume gradient issues causing overbrightness at night + tweaked swamp values
sidewalk lod0 and lod1 and edges rework
[D11][OFFSCREENPARTICLES] Downsampling/upsampling depth buffer not using the crappy float<->rgba conversion. Think it was just legacy.
CombatTracker now tracks elapsed turns.
Added TurnLimit mission processor.
WIP "win within X turns" career mode sponsorships
[D11] [Audio] Checking in WIP ... loopback test is playing corrupted data but it is at least sampling and playing... Just need to track down the cause of the corruption.
[D11] [UI] Added translation entry for reason for being kicked when spamming.
[D11][OFFSCREENPARTICLES] Compiler fix
[D11] [UI] Fixed anchoring issue in frontend main menu causing graphics to display incorrectly.
Enabled skin unloading by default for everyone
[D11][#1653] fixed thrown weapons not sending translation key
[D11] [UI] Fixed water drink tooltips not showing.
[D11]OFFSCREENPARTICLES] Iteration
Scene2Prefab on more prefabs that have not been converted to ResourceRef for terrain maps yet
Scene2Prefab on some prefabs that have not been converted to ResourceRef for terrain maps yet
[D11] [UI] tooltip override and fallback no longer updates every frame even if it hasn't changed.
Merge from position_lerp_3
[D11] [Audio] Checking in WIP