194,760 Commits over 4,079 Days - 1.99cph!
Refactored game finish/surrender/disconnect handling, more gamehost, command and command handling cleanup
Fixed rust/std shaders getting color applied twice since cs
21864
Removed all default client bool parameters from commands
started some Cmd refactoring
Removed empty consideration groups on Goal.Sleep and Goal.MakeFire
large bag and packpack items, not functional
more GameInstance refactoring
Fixed an NRE when using dynamic cover point volumes.
Ai tweaks.
very WIP squad editor stuff
Initializing AiManager via bootstrap.
reduced rabbit walk speed
fix for walking on the spot while sleeping
ore flare system
toggling lights no longer sets isOn flag on pants etc
ore bonus minigame baseline
Removed turtles from trap array, rabbits are working better now
Fixed some exceptions when selecting non-human units in debug mode
Fixed some more trap issues
Added a button to the Agent Debug Panel to select that agent
Tweaked some hardcoded stuff to make undergrounds nicer
Traps now disarm when picked up while armed
Traps have their own persisted data, stores their current armed state
Fixed some cases where orphaned trap hints could hang around
Made the What's New come up on start, ready for the playtest
Fixed a bug where characters that died while they weren't visible to the player could have their ragdolls spawn in the wrong place.
Fixed being able to zoom while in build mode
Added packed version of blend4way shader (base layer only for now)
Fixed custom editor on blendlayer packed
Merged blend layer shader code with the rest of rust/std + base layer packing support
Added packed version of blend layer shader
Nuked custom blend layer shader inspector
DrugSellZone visuals work+ refactoring
Hooked up animation states for traps
Merged packed and unpacked shader code for minimal redundancy
More rabbit trap work - destroy hint when trap is not set, disarm trap when picked up while trap is set up, don't let units set up a trap multiple times
Re-packed construction atlas
Fixed packed shader simple quality addpass keywords
Now cleaning material keywords to absolutely necessary after packing
uniform texture updates WIP
Added configurable packed texture save options
Updated what's new screen. Added a UI hack.
Fixed index out of range exception vulnerability when nav_grid is true.
Fixed adding empty packed map refs
merge interaction desire creation and AI handling to main
Interaction Desires AI done (maybe)
Add default modules with their default weight
AIModuleSettings.OnValidate handles default modules being added to Unit Agent components that do not currently have it