252,416 Commits over 3,990 Days - 2.64cph!
Effects now validate their add/remove AcitonChains to avoid conflicts with existing Effects on the target Entity
EnableMovementModeSettings action + assets, etc
Action state data cleanup
FOR FUCK SAKE particle texture
FOR FUCK SAKE replace particle effect prefabs
ActionSettings refactor : no longer requires data/instance pair
Fixed some AI designer graph node/data bugs
- Fixed laser link damage calculation
- Fixed spawned spikeys not being damageable in some conditions
- Player start position is now correctly set if a dummy is specified
changed randomNumber so it is between 0 and 1 and then use that as an offset to start animation instead of a speed modifier as it was really annoying when tweaking settings and the animator blowing up and setting idle anim speed to 0
Effect action chain field renames
- Fixed time slow shield issues, reduced cooldown
- Fixed some crates spawning with no loot
- Ability pickup UI is now blue to look different from weapons (placeholder, as usual)
▄█▍▉▍▌ █▉▊▄▍ ▆▆▄ ▉▅▉▋█ ▉▊▊▉▍ ▍▊█▊█▋ █▌▊▄▆▆▄ (▋▊▆ ▆▄▋▌▄)
Automated Linux DS Build #350
Rough implementation of sub tasks (currently relays information through Debug.Log)
Automated Windows Build #350
Automated Linux Build #350
Automated Linux DS Build #349
Automated Windows Build #349
Automated Linux Build #349
Stopped creaton of some ConVarRefs every frame
Fix deadlocks in CMatQueuedRenderContext::ReadPixels, CMatQueuedRenderContext::ReadPixelsAndStretch, CMatQueuedRenderContext::GMOD_FlushQueue
Render queue now flushes when almost full
Disabled EnableThreadedMaterialVarAccess (useless with queued IMaterialVars)
Started reworking the player tasks into different types (tutorial type doesn't work yet, so don't use it!)
Fixed bad resting flag thing
Data save
Foldout effect evaluation sets by default
Fixed bad conditions drawer
Removing old fields, helper class
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )
Automated Linux DS Build #348
Status effect stuff (proper functionality pending a different tools tweak)
Automated Windows Build #348
Moved projectile calculation into CombatAlgorithms
Automated Linux DS Build #347
Automated Windows Build #347
▊▊▉▉▉▆▄ - ▊▅▇▉▅█▉ ▅▊_▇▄▅▇█ ▉▆▋▊▊▉▍
Fixed holosight item showing a phantom file / duplicate error
Entity data object field in debug window
More desire related AI tweaks