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Ugly editor magic to make sure it's not possible to read BCD that hasn't been written by a previous element in the BC
Automated Linux Build #234
This was not meant to be committed
* CRecipientFilter.GetPlayers() will no longer return invalid players
Changed max length of silence
Improved UDM BCD read error log
scene wip
darkened bushes a bit (also ghetto wip)
Debug scores tweak and DistanceConsideration hack/workaround for navmesh agent not being on the mesh
new slightly harder to build and higher capacity medium tent (although name seems to be wrong and coming from the prefab name)
Merge from save115
HapisIsland, procedural generation and dungeon updates
Merge from save115
HapisIsland, procedural generation and dungeon updates
Reject rivers on extreme slopes
Did the same trick on military tunnels
Rock formation prefab updates
two sided shadow casting for sewers prefabs
scene2prefab
First pass at item pick/drop ui sounds
Bush/tree ambience tweaks
Rock heightmap adjustment tweaks
Fixed underwater rock spawn rule
Fixed iceberg spawn rule
Rock clutter and cliffside tweaks
Recovered & fixed old river shader. (Ocean shader tweaks had brokedz it)
Zero overdraw screen-space reflections (1 spp, hq only); important when displacement is everywhere along frustum depth
Removed parts of deprecated code
Automated Linux DS Build #233
Automated Windows Build #233
Automated Linux Build #233
set footstep-side as predicted (non-networked), fixes funky clientside results
m_nWaterLevel now networks to all players
Entity:IsOnGround is now an alias of Entity:OnGround
( Fixed a bunch of animations that didn't work on non-local players )
Fixed sitting with a bool and trigger, ew.
GoalPlan equality tweaks
island002 is just island002 again nvm
Moved island005 source to its wip folder
island002 combined for sillyness
Automated Linux DS Build #232
-modified data so cavemen prefer gathering to harvesting
Automated Windows Build #232