197,425 Commits over 4,110 Days - 2.00cph!
Started cleaning up face target/look at code
Automated Windows Build #741
Automated Linux Build #741
Automated Linux DS Build #741
Added -steamtest to try to identify a cause of NoSteamUser
more match-time spawning WIP
Fix for portrait render breaking builds
ground zero cols and LODs progress + prefabs
A bit more interesting application of mood change when scared and fleeing.
Fixed up AddRecord stuff I missed
Major improvement to garbage gen on network sends. Character sends now generate ZERO garbage (down from >200KB) apart from the single BitConverter.GetBytes calls in NetworkServer. Other sends (vehicles etc) could be improved also with similar techniques (not using ToProtoBytes etc).
Skip client input rate check if the server is really struggling. Last playtest, we pushed the server to the max and suddenly everyone got kicked for "cheating".
Added memoverride.cpp implementation compatible with VS2017
Block loading saves in CLIENT+SERVER mode
Merging the updated save/load system into Main, this is usable now.
Merging in that latest from trunk
Fixed navmesh generation on loaded games and CreateMapObject calls from server side.
Finally got doors saving and loading their details correctly. Also moved door init code back to where it used to be originally.
Combat/General/Observe Threat behaviour tweaks
Fixed perception checks not working for units in UDM
Attack target ability, default for hostile units. Hunt is animal only
Debug panels use new header style
Disabled faction stuff cause I broke the database when drunk
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Rocket factory tower stairs
Started adding Smell to Entities
Quests are now missions. Quest sounded gay.
Flame turrets can see through twig building blocks as well
Updated scrap icon
Can now right click a .Unit file and render just that unit's portrait
Fixed bad drawing check in playerController blocking inputs for movement mode while doing LMB hold move
Make all visible only on culling convar untoggle
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Added PlayerController debug mode for selection of non player controlled entities again
RMB is now interact + radial, LMB is movement and selection
Commented out various debug rays in FollowCamera
Barricade nobuild volume tweaks
apparently I changed Eat Something
Started looking into adding a mission framework