200,696 Commits over 4,171 Days - 2.00cph!
added unique rock to lava court
Deferred decal updates for 5.2
Deferred decal support for deferred reflection probes
Deferred decal support for SH9 ambient light
Deferred decal support for emission maps
ProjectVersion and ProjectSettings updates
Stat+Tickable now use TOD OnHour to tick modifiers that have a "duration" (timed lifespan).
PVT: fixed addressing when using certain non-square caches
PVT: fixed bug in lod computation causing low res mips up close
PVT: switched back to rendering diffuse and normal pages in single pass
PVT: adjusting virtual texture size (and re-init) on quality level change
PVT: fixed virtual texture size computation in low-res quality modes
Since "hours_passed" accumulator is a ulong, I moved it to the StatCollection, that we only store one per Agent. Means we only register a single listener per Agent to the OnHour TOD event too.
Fixed Consumable Effect Settings.
SpeedTree update script fixes
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Entity attachment positions
More InteractionPosition stuffs
Hooked up some of the tweaks stuff.
Fixing stupid CanSubscribe checks
Projectile prediction tweak
Interaction tweaks
GoToSmartObject tweaks
ST: reverted billboard vface compensating for inverted orientation
ST: updated all materials
Explicit case for fake projectiles with a penetration power of 0
Fixed NRE in projectile prediction if non-authoritative
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
Testing out racket trail effect
cut in to lava court platforms to make it less uniform
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Missing collision component on trainyard1
Progress on water treatment plant
Extended the sewers greybox set
Water filtering tanks greybox's
Strairs overhang/catwalk greybox
SpeedTree asset tools support multi-selections
Fixed EffectRecycle lifetime calculation
PVT: forgot to touch the standard terrainblend shader; fixes tiling issues
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Projectile tracers no longer disconnect from their parent one frame too soon
Added UnsubscribeOnCompletion flag to InteractionSettings, allowing SO subscription to persist after completion of the SmartBehaviour ActionChain
DM will call SmartObject.Unsubscribe when applicable
ScreenOverlayEx takes light intensity into account
Fixed a gazillion missing ST textures, rebuilt their materials a few dozen times for fun
Shifted about some Agent+DM code to Agent+SmartBehaviour that deals with auto-completing a "current" SmartBehaviour if it's action chain is completed and a new behaviour is being stacked on top of it.
removed component with missing script
FOR FUCK SAKE WIP prefab room
FOR FUCK SAKE asset cleaning