192,909 Commits over 4,049 Days - 1.99cph!
Disabled clipping; touched shaders
Added short description for game modes, fixed the description being messed up on the countdown screen
[D11] More console changes, allows for package builds (with manual intervention for now), and loading into a level from FE.
BEF-283: Building requirements for levelling up a settlement don't require the building to be constructed
Building ownership assignment UI actually works
[D11] More changes to get console versions working - wip
[D11] Added ability to disable steam via build defines
[D11] More changes to help get console working
Round end summary screen now actually does something, supports custom text
topology edits to craggy island
swamp trees population prefabs
[D11] Added EAC_DISABLED for console builds to disable via build defines
Let HH start with 1 player. Easier for testing
Now supporting draw results (more than one winner)
Minor UI edit. Ready button is a bit bigger ¯\_(ツ)_/¯
IsRunning flag message for clients
Moved isrunning check so it actually works
Fixed foam computation causing gradient waves in high values; tweaked to roughly match
Fixed foam modulated by reflection; white foam is white
Foam in rivers now animates with waves
Fixed ocean color global shader property not linear
Fixed visibility toggle not working on some water bodies
Added water body component to generated rivers
Restore is isRunning console flag
HH mode requires at least two players to start
Fixed a glitch in ceiling light UVs
Don't show nav arrow when close to target (basically when in gang building)
Wooden cabin material update
Added swamps to procedural map, added ocean
Bandit town dredge update
Added a better description etc. for the game mode
Fixed NRE when removing comments in the AI Designer.
Fixed comment nodes not being removed from the module.
Eating on stick AI moved into the Food goal instead of competing with it.
Various AI other data tidy up and tweaks.
Attempt to optimize navmesh carving with respect to building.
More UI tweaks, no longer setting time at the start of each round
Dredge LODs and vertex color update
Entity.GetInternalVariable now supports all field types as GetSaveTable/SetSaveValue does
Added Half Life Source CLASS_ enums
Cherry picked water3 changesets from bandit_town
electric wiring modular kit meshes/prefabs
Nametags for all players
Removed old nametags