200,812 Commits over 4,171 Days - 2.01cph!
Fixed NRE in agent need eval
Better string formatting in debug UI
Trigger evaluation returns bool and spits out a weight, instead of returning weight (this fixes triggers)
People die now. YAY
NeedWeightThreshold Trigger operator switch updated
Fixed early singleton initialization in standalone builds
Fixed NRE in ZoneSeasons.SetupRockPrefabs()
first pass at reloading sounds
First pass at generic asset prefab and view prefab management in BeforeEditorTab (currently working for Buildings)
Reimport shaders on build if needed
Added anisotropy and parallax graphics UI options
Drastically reduced terrain and terrain-blend shader variant count; simplified shader LOD options
Added graphics UI logic for anisotropy and parallax
Skipping some complex code during SHADER_TARGET_SURFACE_ANALYSIS
Moved twig skin lods to atlas texture, prefabs updated
Added LODs to some pieces that didnt have any to maximize the impact
Better shader error detection
Added alpha cutoff range; alpha cutoff now visible in material inspector again
Fixed a huge exploit with "cvarlist" console command
Little BuildingView and Resource cleanup
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Forgot to submit graphics tweaks UI prefab
Added Incendiary ammo types!
Added incendiary rocket
Added explosive ammo
fixed seeing reload options menu when clipsize was 0
Some more work on generic view/skin handling in BeforeEditor
BuildingSettings fixed to show config window
Lots of prefab rebuilding or refactoring
New roads WIP
Various improvements for the road and river terrain adjustments
Second pass at better prefab and view handling for buildings/resources etc
Fixed some annoying layout issues
Removing redudant code in BeforeEditorResources
Better asset editor toolbar buttons (rename/copy/delete/select)
Added collider to high voltage pole
finished all of the 3rd person handcuff animations.
tweaked some jump animations