201,232 Commits over 4,171 Days - 2.01cph!
WTP overgrowth dressing backup
Sewage tanks creeping plants bespoke models
Building view animation WIP
Enabled instancing for a bunch of materials
Shader variants, includes
* Added game.GetGlobalState(name), game.GetGlobalCounter(name), game.SetGlobalState(name, state) and game.SetGlobalCounter(name, value) to access global game states set by env_global (serverside only)
* Added the following enums to Lua: GLOBAL_OFF, GLOBAL_ON, GLOBAL_DEAD
Automated Linux Build #536
Automated Windows Build #536
Ground boost
Messed with gravity
Fixed duplicate building views being created + more animation stuff in BuildingView
split out howies concept scene buildings and adding to height test scene
Automated Linux DS Build #536
Various resource interactions tweaks (exclusivity, positions, distances etc)
reworked some stuff ready for combat playback system
CorpseParameters implements IInteractionProvider
Fixed some interaction actions being the wrong order
Fixed NRE with debug spawn panel
Fixed player controller not filtering Abilities properly
DataBrowser listing tweaks
DispenserParameters validates dispensable names
Improved quality of lowest lod terrain rendering at ~25% cost
Default interactions for a few items, removed destroy on unsubscribe from SmartObject since it was no longer used
Editor tweaks
Only show interaction position data warning when there are positional interactions defined in the Entity/SmartObject data
WTP overgrowth dressing backup
Waterpipe shotgun optimisation
Desires and Emotes summaries.
Bear Cave, not fully working + reimport of stats
Individual grass blade clumps models for terrain grass
Cherry picking grass meshes
Cherry picking overgrowth material / textures
Disabled terrain base pyramid map baking
Updating to latest overgrowth material
* Don't load new background images when in-game
Automated Windows Build #537
Reduced hiz culling default update freq to match playercull (for now)
Restored more aggressive player model applyVis (w/ fix for parts)
Fixed hiz culling heap alloc
Fixed hiz redundant call
Automated Linux DS Build #537
flame turret network usage reduction
flameturret fireballs slow movement by 20% more
large furnace has turn on/off buttons on loot panel
large furnace can only be accessed from its alcoves
fixed chocolate bar missing eat sound
Fixed terrain shader compilation when parallax keyword is enabled
Cop AI work and refactoring. Cops keep their guns out and remember criminals for 30s, then go totally back to normal. Also commented out some OnDrawGizmos stuff so I can see my own ones.