255,841 Commits over 3,990 Days - 2.67cph!
Lower hygiene penalty for being close to hygiene, passengers board at 100% happiness
Implemented need blocks for 10 seconds after a need is increased
Refactoring point of interest types to be subclasses instead of composition-based, it works better for their use cases.
Fixed research contract not unlocking and updated some out of date stuff on it
Show first entity description if no tech description has been assigned
Fixed being able to build stuff in front of the ship entrance
Fixed deleted rooms leaving some gaps in walls
Rooms now give a refund when selling
Cleanup
Reworked custom stock system for buffet tables
Added a two minute timeout to walk to actions
Fixed dining table and diner booths not being marked as places to sijt
Add deck chair to list as well
Water bandwidth opts (testing)
Fixed underwater effects missing while playing in editor
Update ScaryPlaces to use PointOfInterest
Merge from hair-morph-opts (-memory footprint+player rebuild perf)
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Merged in fixes; rebaked morphs
Fixed an issue with prefab references getting lost when cloning. (not properly tested)
Merge in the latest to my branch
nullsafe invokes
Remove old app
Parental settings
Refactor
Music
Video
Refactor
GetImageRGBA
Utils complete
UtilsTest.cs
Restricted occlusion culling to d3d11 only (faulty on some Mac/Linux drivers)
Trying a fix for the dependency errors.
Merged compressed maps branch
added camera back to hud scene (disabled)
adding ASE, WIP terrain shader
Merge from d11_console_version
Creating a utility window that locates all the materials in the projects and will allow a replacement to be swapped.
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Added Rust/Standard + Specular Boost shader
Added Rust/Deferred Depth Only for forward-depth cases
[D11] [Tutorial] Map update.
Exception on 32bit
Internal interfaces do the await callback automatically
FileDetails SHA1
ISteamApps Methods Complete
SteamApiCallback to result
Struct callback cleanup
SteamApiCallback
Callback structs implement Steamworks.ISteamCallback
Use new structs properly
Parse and use STEAM_CALL_RESULT to pass result type back
Added Utils.GetResult( call ) (generic)
Apps.GetFileDetails propert async working example
Test updates
frame trail pattern changes
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
clear pixel respawn callback
Added a way to log diagnostic state of all fields in an instance
Fixed diagnostic state not being incremented on stage setup
Fixed divergence caused by pixel respawn
Event handler was not being removed
Base environment at least working.
cave ambient temperature is 10% cooler than the outdoor ambient temperature, if temp > 0
Unit fog of war vision is reduced to 20% of their vision range when indoors
Hide all CameraHideables at init (for now)
Added CameraHideable, CameraHideables, basic init.
Wind speed + temperature modification calculations now include indoor/outdoor check. Structure deterioration defs now return 0 for wind deterioration when speed is < 1mph.
Added TerrainUtils.GetTerrainZone(pos). Entities now automatically set their terrain zone (outdoors/cave) on position set. Entity hover UI shows entity zone.
namespaced Selection to Before.Selection
More terrain stuff for caves. Runtime navmesh gen now includes caves.