197,464 Commits over 4,110 Days - 2.00cph!
Fixed boostrap not updating the loading screen text
change WIP menu to look fine in stand alone version
Cherry picking shader changes from /main/hair
Fixed ShadeVertexLights overload issuing wrong path; touched affected shaders
adding some particle fx to the capture point
Fixed hair inset shadows
Fixed hair temporalAA filtering
Some more cleanup of ai code.
placeholder capture sound
Deployables only decay when they're outside (no roof / overhang above them)
Decay timer no longer resets when objects are interacted with (e.g. opening storage containers, still resets when repaired)
Rocket factory / added moss inside the rocket factory building
Fixed bow sometimes spamming RPCs to server
Fixed up some server vs client stuff in ai.
Hooked up jail sentences based on crimes committed
Capture point remaining points display and correct value shown at match start
Rocket factory dressing / added overgrowth inside rocket factory / moss
Capture point team updates
Capture point view now caches materials at awake
Merging the latest from Main
Extra checks on CharacterEyes
Reverted my bootstrap reload code. Returning to menu can be handled properly at a later date. See: Untitled_Game_Issues/issues/117
Respawn at a proper position when released from jail
updating new capture point / texture/material/ curve text script etc
AI Planner: Idling being less stupid, more vivid memory of recent targets and better equipped to deal with unseen attackers.
health bar dmg wip
fixed NRE with the wip trajectory stuff to stop it spamming
unit mini frame prefab links
Fixing up a couple of other things that were borked in CLIENT+SERVER mode
Fixed CharacerState not repooling in Client+Server mode. This was an old issue that I only just discovered.
Added pool size checking (editor only) to make sure we can't break pooling without noticing.
Using pooling with InputMessage to save on a lot of garbage. Still testing this one.
Added scene for paul to edit roads with
You now get transported to jail on death if you're wanted
Server garbage gen reduction
Messing with crime detection radius
Increased density of position samples (but not calculating path to all of them).
Ai planning experiments continues. Added Idling and some tweaks.
More AI Planning experiments. They now seek cover when they run low on ammo and reload, they will know when they're partially in cover, advance their cover toward your position or retreat in cover when hurt.
3rd person player anim tweaks
3rd person player anim tweaks
Fixed prediction errors in weapon_357
Move managed ConVars/ConCommands to lua_shared module - now properly removed/saved on disconnect again