198,663 Commits over 4,140 Days - 2.00cph!
Fixed MapEntities spawning after loading a save
Disable movement voilations until we figure out what's happening
Pathfinder no longer static class, each game instance has one. Purging more PFTile shit
dropbox/mailbox fbx, prefab, textures and materials
Merging latest AI work into trunk
Improved pathing, no more oscillating around target position
Initial implementation of AI unlocks
More delay on city nav gen - it was occasionally still failing
Improved AI pathing system
Phys effect sound ref fix
Trying some stuff for AI pathing. Might revert this
Asset loading is now handled by the Database rather than const fields.
Subtracting
19330 (alexrehberg)
Cherry picked shadow shader fixes from main
fixed autoturret laser spazzing out
autoturret laser brighter
fixed magic plate armor
restored negative effects of heavy plate (cold/heat)
Debug hurt command takes hit bone as optional parameter
Fixed potentially offcenter entity occludee
set quality settings to fantastic
starting to add new paving to all hexes
moved stores from items to buildigns and renamed and moved building materials
FOR FUCK SAKE cursor offset
FOR FUCK SAKE board color
Subtracting
19287 (alexrehberg)
Automated Linux Build #597
Zombies don't like water as much
Automated Windows Build #597
sentry laser more accurate still
CVisibleShadowList::PrioritySort uses quicksort
Removed slow condition from CVisibleShadowList::EnumShadow
stone and twig floors are flat
fixed turret laser dot being too far from target
added new pavement to city hex 17 and added new camera scripts to start balancing
Ai doesn't walk through bases (NEXTGEN AI ITT)
bearskin rug costs leather instead