240,603 Commits over 3,867 Days - 2.59cph!
- Changed more stuff from Bolts to Nuts
- Renamed bolts to nuts in code, changed UI
Foliage _test folder, with crappy fruit mesh experiments, nothing to see yet, shoo.
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- Extended BaseLauncher to MortarLauncher and deleted test mortar launcher code
- MortarLauncher can now have a random radius around target position
- Marker tweaks
GoToRandomSpot tweak
BeforeDebugObject revived and fixed
PlayerGoals get named
Unit+Combat applies combat effect value mods correctly
Lots of stat tweaks
These apples had bad normals.
fixed bug with the beancan grenade fuse not disappearing
fixed bug with the crossbow not showing the bolt when the player loads it, and then switches weapons.
Nuked deprecated ssao extensions
Patched normal decoding on AO just in case
Automated Linux DS Build #152
Fixed NRE in UDM.FilterBehaviourTargets
UDM doesn't use delegates for adding decisions after entity filtering, because reasons (this kills the GC)
Fixed skin shading in glcore (compiler bug); touched all potentially affected shaders
Condition filtering refactor WIP, this kills the GC
DSE profiler hooks
Automated Windows Build #152
-silly IMs don't produce any more garbage (silly CombineQueries is sillier now tho)
Automated Linux DS Build #151
Increased water SSR cutoff slightly for perf tradeoff
Automated Windows Build #151
Fixed water reflections on OSX
Automated Linux Build #151
* Improved Addons main menu.. menu - Per tag browsing for friends items, hide dupes/saves from all listings
* Addon extration is now properly displayed on the workshop downloader
* Updated language files
* Update Bootil to fix that one problem with addon folders locking up
* GitSync
SphereEntity protobuf reference
Switching over iron sights.
-removed old infmap consideration types (InfluenceAtPointConsideration and ThreatConsideration) and related assets
-added IM considerations to abilities and interactions, where fitting
Cleanup PlayerCamera, Follow no longer relies on events but just nullchecks the PlayerController's selected units list and follows the first (see http://jira.facepunch.com/browse/BEF-144)
Unit tick profiler hooks
rebaked lightmap.. hopefully for the last time.
added new inner court stones as they are much less busy. added court wear textures and created court wear shader for temple court which uses deferred setup. made court wear 2nd texture pink so you can see if it is working or not.
textured temple inner court stones and exported. moved court grass and exported
Reflection probes enabled in Low quality settings
Fire FX sprite tweaks
-broken assets unbroken
-cavepeople refuse to collect sticks from under wolves.
Water2: quality control exposed in inspector
Water2: added force enable fallback normals to material params
- Mortar can now attach/detach entities to it
Added filter func to the RLD constructor call in AgentSettingsEditor, rejecting any Abilities flagged as global
- Fixed a bug with Entities taking damage when they're disabled
Made the goals and abilities list drawers in AgentSettingsEditor unique
- Mortar launcher now controls height and speed of it's mortars
NRE error log in BehaviourCain where interaction target is null
ActionChain UnityEvents replacing System.Action
Unit+Combat effect stuff