199,336 Commits over 4,140 Days - 2.01cph!
Fixed a bunch of local game issues that were breaking AI matches
EAC profiling + hopefully GC fix
Spawn snow mounds and snowballs as clutter (might need some more tweaks)
Listtypes are now generated for each type
Supermarket texturing progress
Moved building construction to its own goal.
GPVs with score overriding now only use the overridden score for comparing with incoming GPVs
Density / distance tweaks
Additional snow mound LODs
Only set isGameInitRun when it actually succeeded
Subtracting EAC API updates (let's try again next week)
Fixed various issues with craft/build windows not closing properly when selecting things
More item description updates and fixes
Added additional snow mound LODs to prefabs
created roof trim and tile texture/materials 1 and 2, updated roof mesh
Lists now serialize but need to test.
Fixed import settings refresh on freshly generated packed textures
Added toksvig roughness AA to texture packing phase
Added higher quality compression mode to dds util
Extended imageutil loading options and cleaned up code
Terrain system cleanup, editor
TerrainMetaInspector fixes
Fixed TerrainMeta not switching paint mode when changing topo types
ProcessGPUDeviceRequests on MainCamera called only when necessary
More terrain meta cleanup
Fixed TerrainMeta.CurrentTopologyType not being set
Fixed TerrainMeta.StopPainting not passing correct topo enum
Depositing to building from container now works.
Dropped items now remove themselves from their container.
Various tweaks to gathering for building.
pine trees exported with correct materials
removed 60s hair from female
reexport female to fix filckering hair
Fixed terrain anchors being ignored on clutter
SavasIsland uses new foliage
More item description updates and fixes
More work on optimization of cover points and navmesh grid.
AI refactor to allow gathering / harvesting to all be one Goal for building.
Added some checks in EntityValueForbuilding to disallow invalid interactions from being written to the blackboard.
Made other value for building considerations use EntityValueForBuilding.
HasDispensable evaluates interaction plan conditions
More ai performance testing/tweaking.
Tweaked pathfinding and scan for positions.
UI tweaks, tribe names/colors etc
lr300 recoil pattern is more vertical before horizontal
recoilcomp convar now works with lr300/mp5
mp5 recoil pattern changed
ore break effect increased in size to account for new ore models
Added Billboard Via Shader toggle to SimpleFlare to offload billboard work to shaders
Fixed building near other tribe activity event (wasn't saved yesterday for some reason)