198,647 Commits over 4,140 Days - 2.00cph!
More optimalizations by way of caching (FindItem and UnitCanFindCraftingItems)
Fixed melee weapons thrown at barricades damaging the thrower
FindItem RunImplementation tweak
Fixed door close sound playing with first interaction of door
Added BaseEntity.Flags.Busy
Cannot interact with doors while closing or opening
-removed useless vec2 allocations
-caching IQ objects in Zone+InfluenceMaps
Optimized ItemManager's FindBest* functions a bit by way of caching.
Breeding group tweak to avoid stupid shelter seeking behaviour
FindItem fixes, removed IM considerations from most DSEs
Automated Windows Build #25
Automated Linux DS Build #24
Added atmospheric rain music
* Added new soundscript stuff from TF2 update & new map icons
* Added CreateParticleSystem( Entity e, string eff, int PartAttachment, int EntAttachment = 0, Vector offset = 0 ) - returns CNewParticleEffect
* Added CNewParticleEffect.IsValid()
* Added CNewParticleEffect.SetControlPoint( int cpID, Vector offset )
* Added CNewParticleEffect.SetControlPointOrientation( int cpID, Vector fwd, Vector right, Vector up )
* Added CNewParticleEffect.SetSortOrigin( Vector origin )
* Added CNewParticleEffect.GetEffectName() - Returns string
* Added CNewParticleEffect.StartEmission( bInfiniteOnly = false )
* Added CNewParticleEffect.StopEmission( bInfiniteOnly = false, bRemoveAllParticles = false, bWakeOnStop = false )
* Added CNewParticleEffect.GetOwner() - returns entity from CreateParticleSystem
* Added CNewParticleEffect.AddControlPoint( int cpID, Entity ent, int PartAttachment, int EntAttachment = 0, Vector offset = 0 )
* Added CNewParticleEffect.StopEmissionAndDestroyImmediately()
- Missions now have a DepthBudgetMultiplier, which can be used to modify the spawn budget of a room the deeper into the level it is. (so levels now get harder the further you get)
batched meshes, wall.window socket update
wood shutters prefab, anims
GC opt in UnitCanFindCraftingItems/FindItem
Removed deprecated FFT code
- Placeholder collect item update
Merged latest water changes to main
Tone down yesterday's ssr tweaks a little bit
all chopper gibs are two sided
Bucket of fixes for signs/banners
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cleaned up temple ref folder
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Fixed a bunch of bugs with SmartObject subscriptions (now SmartSubscription)
Fixed index range errors in Stat+Tickable
- Removed some shit from town scene
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue
- Can no longer damage off-screen stuff
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance.
- Collect mission now hides arrows until items are nearby
Fixed fog-to-alpha in globalfog and ppscatter to eliminate need for explicit ordering
Added high-perf GPU-based water simulation and removed all traces of threaded CPU-based simulation; now sync on render thread via command buffers
Added water fallback to lowest quality if GPU-based sim is not supported
Tweaked water local reflection to be slightly faster; longer vertical reflections far away
Merged in changes from Before; renamed shaders, minor refactor
Quick fix for high external gate sounds