252,809 Commits over 3,990 Days - 2.64cph!
* EffectData() now resets its member values
* Added CNewParticleEffect.Render()
* Added CNewParticleEffect.SetShouldDraw( bool )
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More profiler hooks
MusicManger tinkering
Sense profile hooks
Removed equality members from perception data types since they were redundant (correct me if I'm wrong)
Removed coroutine from MusicManager
Tweaked PlayerCamera tilt settings
testing serial builds because i'm desperate
vm grenade source updates
Removed BuildAssetBundleOptions.DisableWriteTypeTree flag
Log file print, wait for release
Automated Linux DS Build #399
Automated Windows Build #399
Automated Linux Build #399
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- Weapon pickup UI changes
Rather than default to Primary behaviour slot, we now try to look up the GPV's GP's Goal's Module for the Behaviour Slot type.
Player commands still default to Primary slot since a Player commanded GPV does not hold a Goal (and perhaps not a goal plan either?).
Debug stuff still defaults to Primary slot.
Some other things also defaults to Primary slot still, but at least it's getting there! TODO comments for all the things defaulting to Primary.
Can now set Behaviour Slot on AI Modules in AI Designer. Defaults to Primary slot. (This is not hooked up behind the scenes properly yet, however).
Old posters textures
Bus stop model, LODs, COLs and prefab
Refactoring and improvemnts to UI widgets that deal with CommandButtons.
RadialMenuWidget and UnitCommandsWIdget use pooling instead of crappy old create/destroy of prefabs.
RadialMenuWidget button handling re-worked and made cleaner/more consistent with other widgets
RadialMenuWidget has it's own label/tooltip rather than using the main UI tooltip widget
TooltipElement can optionally override it's target TooltipWidget
Automated Linux DS Build #398
Automated Windows Build #398
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Automated Linux DS Build #397
Automated Windows Build #397
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smoothed out the blend transitions between the 3rd person jumping animations
first pass at a proper setup for combat on torso mask mixed & locomotion animations
Added safe model. Network++
Got rid of all keywords on unity's tonemapper; eye adapt forced on
Automated Linux DS Build #396
Automated Windows Build #396
Automated Windows Build #395
Automated Linux DS Build #395
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removed PlayerItemInputBlocked check
Automated Linux DS Build #394
FOR FUCK SAKE tweak cloud
FOR FUCK SAKE rebuild asteroid room