252,178 Commits over 3,990 Days - 2.63cph!
TraitPickerWidget on TribeCreation UI
Added a bunch of placeholder traits + icons
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Tweaked client cycle time
Removed some building block overhead when entering a networking group
added animations for the flamethrower's fuel gauge
Disabled far splats on terrain blend shader (affecting rocks/cliffs) on both d3d9 vs d3d11 to test perf discrepancy
Fixed building block placeholders being visible for a short time when placing a building block
fix for water barrels not destroying with foundation
Agent stores a list of of it's currently active modules, has methods for installing/uninstalling
Goal's optionally store a reference to their source module
Traits now install modules and apply effects
Added Lazy, Strong and Loner traits
Removed old animal shaders, renamed Before/Animal3 to Before/Animal
Fixed pp scattering mask uv addressing in d3d9 (#781)
Traits added to BeforeEditor
Added TraitSettingsEditor
File cleanup
Fixed pp scattering dx9 shader compilation error (#781)
UnitComponent implementation, ported Senses, Items, Attachments, Wearables and Aging so far
Renamed EntityPhysicsListener to PhsyicsListener, Added IPhysicsReciever, implemented by components that use triggers (senses so far)
Reduced PlayerCamera min distance to 50 (from 500)
created side door, rear door, door hinges and mechanisms, roof, mud flaps, tail lights
Touched ocean and river shader
Fix for q1 parallax artifacts on steep rocks (#755)
Fixed camera depth mismatch affecting scattering on transparent surfaces
Don't evaluate neighbour entity links until they're used
Log entity linking progress on server startup separately from the stability support initialization
- Fxied bomb blast effect looping and not getting destroyed
- Level loading screen fix
More compilation warnings
Fixed water/shore bug introduced in
14228
Increased client per-frame message processing time
Fixed collisions
Updated ProCore
waterbucket disconnect fix
Fixed compilation warning
Merged-in terrain shader shuffle/cleanup from prerelease
More water code cleanups + micro opts
Touched a few shaders just to be sure
loot tables + manifest + item costs (bucket/barrel)
merge into main
protocol++
merge into main
protocol++
reduce ambience emitter activation range a bit (better perf in areas with dense foliage)