248,600 Commits over 3,928 Days - 2.64cph!
[ultimate_soldier] dynamic gunshots, gunshots stopped on hit
Creating new Unit Settings Assets now work again.
Fixed screw-up with RustNative.lua
Changed the structure a bit; moved stuff into folders
Changed EXPOSE macros to EXPORT_API; just cause they were fewer
Removed unity.hpp in favour of RustNative.h; used as precompiled header
Added native code for PVT pre-pass
Added native code for Amplify Motion skinning motion vector calculation
Added native low-level raw copy texture region meant for real-time GPU-based PVT cache compression
Added SSE2 (adding to SSE) support
Added GL (all), GLEW (win, linux) and pthreads (win) dependencies
Fixed noise.cpp warnings (C4244) on windows target
Updated builds for all platforms; still untested on OSX and Linux; didn't copy to rust_reboot
Added ~6x faster native PVT pre-pass rendering path with managed fallback; waiting for native binaries
Added ~5x faster native AmplifyMotion skinned motion calc path with managed fallback; waiting for native binaries
Merged a few bugfixes from Amplify Motion 1.3.0; scaled auto worker threads to half
Added debug overlay properties to PVT_Control; removed related ad-hoc code from runtime
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added muzzleflash effects to the eoka / revolver / pipe shotgun
[ultimate_soldier] enemies can get shot in the head
[ultimate_soldier] enemies can get shot in the head
tweaked several of the effects for a bunch of weapons; fixed exposed polygons for some of the pipe_shotgun animations.
Fixed some possible warnings in math.hpp, made floor respect the zero
Moved all custom math to its own namespace
Started on integration of a Scriptable Object Asset based Unit Type Settings direction, and so far it's shaping up really well I think.
Made OSX plugin bundles only get distributed with OSX builds
Changed the simplex noise implementation to a port from GLSL that's a little more sane
Fixed missing material on attach impala corpse
Mouselook should be disabled by default
TOD/Camera/Fog tweaks. Island 2 updates. New LUTs. Fixed campfire rotations and tweaked fire FX. Added TimeControl script to Player (numpad +/-).
Ok, so things move again when selected. Might look like it supports multi-selection, but no, not yet :-)
Spawning now working with different gender weights and misc other stuff. Making selected units move to a location is broken though.
[ultimate_soldier] enemies that walk around
[ultimate_soldier] enemies that walk around
Even more work on group spawn mechanics.
Improved the snow blending.
attack animations for the salvaged ice_pick
Updated the rock inventory icon. That's great. This game will be good now.
Made the wood yield from a tree proportional to its size.
Replaced some bitmask voodoo with sane operators
ESC leaves cabinets now, instead of clicking outside screen
ESC leaves cabinets now, instead of clicking outside screen
made a new scene for testing a single game in peace and quiet
made a new scene for testing a single game in peace and quiet
changed camera zoom distance when focusing game
changed camera zoom distance when focusing game
Fixed the blurry rock 13_snow.
Added wind to ProcmapSmall.
Removed old field trees from the spawn list.
Field trees are now speedtree.
Data files for 2 more Speedtree forest types.