200,001 Commits over 4,140 Days - 2.01cph!
Fixed viewmodel bob looking odd (from the optimizations)
Encode instance position offset into texcoord1 on batched meshes
Automated Windows Build #642
Automated Windows Build #643
Some groundwork for .properties support in addons
Automated Linux Build #644
Automated Linux DS Build #644
Automated Windows Build #644
rocket_crane greybox detail pass
adding damian's layer prefab file
First draft of tool stowing/equipping
Fixed dispensable interaction wrappers not being validated properly
Allow additive behaviours over player commanded primaries (testing)
Touched a bunch of assets because of a new field
Fixed workshop transitions
Fixed GetBlackboardWrites.DecisionScoreEvaluatorParameters not including Considerations
Actually fixed injector warnings
No longer passing Ray_T to CStudioRenderContext::AddDecal (it's aligned, render queue says no)
Added CMatRenderCallQueue::Allocate, CMatRenderCallQueue::Reference for allocating render data
Automated Linux Build #645
Automated Linux DS Build #645
Automated Windows Build #645
Automated Linux DS Build #5
Fixed global aniso not set with default cfg/convar
Automated Windows Build #5
Players get paid when selling drugs
Harvesting for buildings now works
Selling drugs to someone now considered a crime
Ported item processing goal plans to building.
backup in case this is a stupid idea
Stopped NPCs from actually receiving the drugs they buy, since they don't really use them and they don't drop items on death anymore anyway. Easy to re-enable if we want it.
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Added Temple.Tile SO and renamed Temple_Tile top child to be called Top as required
FOR FUCK SAKE tweak AO / space tile texture
Crafting AI rework WIP
Added Condition consideration for boolean bonuses etc
Disabled Human/Item Gathering AI module while we port functionality to context specific modules
fix for viewmodel clipping when FOV is changed
Adding icons for police wanted system
Refactored VicinityEffect component and usage in other components (machine, building)