250,409 Commits over 3,959 Days - 2.64cph!
- Changed Factory1 defaults
added Dylan's new UI iconbolts to deuce project
Reverted Client changes - weird bug.
Added splatmap baking - basic
Added different street decor - more control needed
Added very basic world spawn stuff
Fixed building texturing.
Automated Linux DS Build #62
- Added GoalVariantPlanBehaviourPlanWrapper (yes, really), allows some GoalVariant specific settings for Interactions in the list of Behaviours
- Interactions stored in GoalVariantPlans can specify a SmartObjectSettings which DM uses to filter matches
- Added SmartObject.HasInteractionPlan convenience method
Automated Linux Build #62
Automated Windows Build #62
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Automated Linux DS Build #61
Automated Windows Build #61
fixed bug with footsteps sounds not playing when the player is turnign in place or jumping in place.
fixed some walk animation not playing footsteps
FOR FUCK SAKE factory tileset scene
FOR FUCK SAKE factory prefab so ceiling cast shadow from directional light
Automated Linux DS Build #60
Automated Linux Build #60
* Fixed yet another security exploit ( Thanks Python1320 )
* Fixed scripted entity names being restricted to 32 characters. ( Now restricted to 64 )
- Ground work for ability system rework. Added scriptable object setup stuff.
Automated Linux DS Build #59
Automated Windows Build #59
Fixed missing resource item interaction refs and added NRE catch to avoid errors
Automated Linux DS Build #58
Update english localization for tools with typo fixes
Automated Linux Build #58
Automated Windows Build #58
Automated Linux DS Build #57
* Finish removing Steam.dll dependency ( oops )
* Added possible ragdoll related physics crash prevention/fix
* Added support for Steam game server accounts
* Added font name to the "There was an error creating the font!"
* Updated localization files
Automated Linux DS Build #56
Fixed that _snprintf safe bullshit
* Got rid of unneccesary Steam.dll dependency
* Added some version of gm_construct original .vmf source
* Added -noworkshop command line parameter
* Updated newlines for some files in vpc_scripts/ as per Valve
Updated Steamworks API to latest version
fixed bug with some of the running animations not making footsteps
AmbienceEmitter CompareTo outside if client
Ambience GC fix + a few minor optimizations
Fixed Consume Value consideration not working as intended
- Resources no longer copy interaction settings per item, instead simply create an InteractionPlan per item, changing the name and populating BehaviourPlanData with a reference to their ResourceItemSettings
- Lots of BeforeEditor and BeforeInspector tweaks and changes, should make things a bit more readable. All inspectors (nested and otherwise) have a rename field always visible now
- Zone+Biome editor Update() allows season changes tirggered by TOD cycle changes outside of playmode
- Added ConsumeItemConsideration which scores the value of consumption against the agent's Food Need and their species dietry preferences
- Tileset lights are now enabled/disabled as you move through rooms
- Room now has a reference to it's tileset's light prefab and also the instance of it
- LevelBuilder now builds a dictionary of needed and spawned tileset lights and assigns Rooms their light instances
- Added some flows + archetypes for asteroids and factoryasteroids
- Biome tweaks and ZoneEdtior season display
- Fixed broken BiomeSettingsEditor
- Refactored Zone+Biome handling to support variable length seasons, much cleaner code
- Renamed Season type stored in BiomeSettings to SeasonParameters, Create() provides a runtime Season instance
- Removed some unused weather variables in World+Weather
adjusted the LOD distances for a bunch of items / animals