192,830 Commits over 4,049 Days - 1.98cph!
update temple A env
fix sorting between capture point and smoke FX
Added input.GetKeyCode, works opposite of input.GetKeyName
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Avoid deleting components from Scene Camera to avoid circular dependencies; disable instead
Merging global fixes from bandit_town
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Fixed RendererLOD to ignore impostors for mesh batching (still hw instanced)
Fixed potential NRE in water culling volumes
Fixed imposter baking bounds failing in certain cases (e.g. reeds)
Research table looting exploit fix (attempt two)
Can place storage boxes under research table again
updated viewmodel with toms new c4 model
updated deployed, world and entity prefabs
tweaked entity holdtype positioning
tweaked hand position on anims to avoid wire clipping thumb
removed additional c4 model prefab
Changed how IsBusy works with input.
individual book prefabs. no lods, 100 triangles and under for each.
old book materials and textures + 4 pile variations.
New skin cache version (force-refresh normal maps)
water lilies for swamps and lakes (models/textures/prefabs)
We now calculate a cap modifier that's the total of all the active needs to ensure that needs act as a mood penalty.
Various fixes to needs stuff.
[D11] Allow controller to respawn on death
more fixes for wooden sign placement
merge from procmap_puzzles_polish
[D11] Initial support for console controller - wip
Fixed small signs breaking when upgrading / rotating wall
Small signs can be placed on shelves
Some more temporary measures to get into a network game on ps4 - disable encryption on both client and server, avoid procedural levels which are taking too long and running out of memory. Also remove a bit of spam logging I left in raknet by accident.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Just starting a branch where I might check out the bugs with loading building definitions as needed. Problem is the building definition, when it loads, often creates stuff that it then later decides to call Destroy on. But Destroy takes one frame. So if you load definitions as needed instead of on startup, the extra stuff is still there when the actual building is spawned and you get extra meshes like bonus floors. Need to either delay things somehow, or make sure all the destroys also set the parent to null to kick stuff out of the heirarchy, or set some sort of invalidating flag.
Fixed guntrap, spinner, tunalight being destroyed after upgrading / rotating wall
SocketMod_AreaCheck tweaks for Alistair
Simplified, more open gang buildings. Had to rebuild building IDs, hence the extra "changes"
Update UI immediately on pickup/drop
Can't select other items anymore while holding a carryable
New testmap_smallest. Loads super fast, still has gang buildings but no jail.
Remove an old time printout
Building manager now only loads buildings that the map actually uses. Improves loading times around a minimum of 25% (testmap_small, which needs most building types anyway), and removes the need for the loadBuildingDefinitions Tools flag (which was used to make maps with no buildings load faster).
update scene lighting data
update league entry logo prefab
fixed currency icon alignment
update WIP temple A env
adding vertex color to standard shader
career stuff.
added team logos in placeholder position on career lague tables.
Compile fix + stat manipulators for settlement needs.
UI bits
StatManipulator pooling
Let's make the mood drain negative...