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Automated Linux DS Build #742
Better error reporting when SRCDS fails to get collection details
Selected unit now faces the direction of highlighted attack tile when mousing over tiles
Can pick up window bars, shutters and embrasures inside building privilege with hammer
terrain mounds cols and LODs + prefabs
Can pick up ladders inside building privilege with hammer
Added skipqueue console command (looks for Steam ID in connection queue and lets the player connect immediately)
Initial start point placement
Optimized environment volume tests
Added building environment type to environment volumes (to be used for monument buildings)
Ambient darkening via raycast only considers player buildings (everything else to be controlled via environment volumes)
Disable fog in underground systems (for proper darkness)
- UnitView ragdoll rigidbody & collider caching
- Fixed occasional error caused by calling Unit.Navigation.Stop when a Unit is ragdolling
NetworkLevel seems to be holding onto scene entities ok.
WatchTarget animations in action chain
moved ilsland02 back to build folders, fixed missing map camera
move isLooking bool from facetargetsttings to uniview
Added a lifetime to explosion debris (default 10 secs)
hooked up is looking animation to facetarget
Disabled tile colliders for empty tiles when in non-edit modes
'new game' motif for summer start
range rails cols and LODs + prefabs
made debris chunk position offset scale a public vector3 for inspector
Physic materials, tile setup, explosion testing, layer changes (wip)
WIP improvements to human territorial AI
Moving caching scene entities to NetworkLevel.
Fix tool projects failing to build via VPC
Fixing people getting stuck rotating to face a target even after the action ends
Moved human territory defend behaviour to combat/defensive module
bespoke pipes cols and LODs + prefabs
Gating UnitView.Update rotation
EntityViewUtility.SetupCollider tweaks
trap asset has collider and much less verts in the teather
Corrected layers on temple b tile
ground zero cols and LODs progress + prefabs end
Removed invalid conversion from HFont to char*
Linux binaries are built with GCC 4.8 (std=c++11)
Updated Crypto++/Curl static libs for Linux
Working on Character active/inactive system. Fixing up some other stuff.
Vehicle sends now garbage free as well, and got network sends down to true zero garbage generated. Note that OutputStats.AddRecord still generates some garbage.
Fixed initial camera orbit
Enabled camera during hex placement
Increased grid size
Added mesh batching support for uv1 to fix tunnel mud
Moved foliage batch pos to uv2
build_win32_projects.bat uses VS2017
Chromium Embedded Framework static lib -> VS2017
Update to Crypto++ 5.6.5 - (VS2017 static lib)
VPC can generate VS2017 solutions