198,742 Commits over 4,140 Days - 2.00cph!

7 Years Ago
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7 Years Ago
renamed condition that Plastic tried to rename
7 Years Ago
Removed avoidance stat. Dodging now uses target's agility. Accuracy calculation is only applied to ranged attacks.
7 Years Ago
goggle test
7 Years Ago
PositionLerp tweak
7 Years Ago
Units can now override stats data per age/gender combination Removed StatsImporter
7 Years Ago
PositionLerp ifdefs
7 Years Ago
Renamed UpdatePositionFromNetwork to SetNetworkPosition Renamed UpdateRotationFromNetwork to SetNetworkRotation Made PositionLerp more generic
7 Years Ago
Fight chance based on distance is now a curve. Hopefully fixed fleeing calculation not doing its job properly.
7 Years Ago
progress backup
7 Years Ago
quick fix for the compound entrances, using gate + checkpoints
7 Years Ago
Added game.GetAmmoNPCDamage() Added game.GetAmmoPlayerDamage() Added game.GetAmmoForce() Added game.GetAmmoDamageType()
7 Years Ago
Compound walls LOD/COL/prefabs
7 Years Ago
Added fight chance based on distance so that animals like goats might attack you if you're really close
7 Years Ago
pre-LODs ruins progress
7 Years Ago
Added ChanceToFight to combat component. Set it to 0 on Deer so they don't destroy everyone.
7 Years Ago
Fixed campfire showing bad capacity/duration values, no longer accepts insane amounts of fuel
7 Years Ago
Player.SetAmmo now has proper ammo typeID bounds check, as well as proper max ammo check (0-9999) FL_ANIMDUCKING is now set automatically and is used for crouching animations
7 Years Ago
▄▌██▄ █▅▅█▄█ ▉▉▄█▉▄▍▋▅ ▌▍█▊█ (▉▇▌▅ ▇▄ ▆▄▄▅▌ ▌▌ ▅▉█ ▄▍▊▋▆▇ ▋▆▆▄ ▇▄▄▆▅█▌▄ █▄ ▇▍▄▄▅██▍ ▉▋▅ ▋▅▋▌▍▋▍▅▆ ▊▊▍▇▋ ▆▍ ▋▄█ ▄▌ ▋█▅ ▄▌▊▉ ▋▌ ▋▊▉▌) ! ▉▌▇ ▇▅▊ ▌▌▆█▊▍▊▇▍ ▉▊▍▅▊ ▇▄ ▋.▊▋▄ ▅▇ █▇▌▄█▉ ▅▇▊█ ▌▋▅▍ ▉▍ █▅▆▇ ▊▆▅▌█▌
7 Years Ago
Added /LARGEADDRESSAWARE to GMPublish (for now)
7 Years Ago
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7 Years Ago
CreatePhysCollidesFromModel no longer crashes with models without physics meshes or with bad input strings Added PhysCollide.__tostring
7 Years Ago
7 Years Ago
▆▊▊▋ ▋▊▌▅ ▅▆ ▌▅▊▅▊▆▉ ▊▍▉▊▇█▋ ▄██▉ ▌▆▆▌█ ▅▆▅ ▋▍▆▍▄▊▇▇▍ ▉▇▌ ▋▄▋▄ █▆ █▌▅ ▍▋▇▅▆▆ (▍▄▄▋█▍ ▉█▊█▍ / █▍▄▄▌█ ▄▊▋▌█)
7 Years Ago
Fixed broken lighthouse UV's
7 Years Ago
Oops
7 Years Ago
Just rearranging
7 Years Ago
Been trying some more gang stuff
7 Years Ago
Another comment edit
7 Years Ago
Comment
7 Years Ago
Gang member structure edit
7 Years Ago
Comment fix
7 Years Ago
rebake island01
7 Years Ago
Moved of of war into standard assets
7 Years Ago
Merge from combat_revamp
7 Years Ago
subtract 15773
7 Years Ago
fix
7 Years Ago
We have a problem where Gangs deserialize before their members, which means they aren't found when their IDs come though. I started fixing this by making gangs just reference members by ID, and it kinda works, but there end up being too many calls to get the member objects anyway - in effect just moving the problem around. Going to solve it a different way but saving this partial work first.
7 Years Ago
Merge from combat revamp branch
7 Years Ago
Testing another fix
7 Years Ago
merge from main
7 Years Ago
fixed potential for units' threat to be accounted for twice when deciding to fight or flee
7 Years Ago
fixed DSEs with no conditions in OR mode failing
7 Years Ago
AI : Human/FireMaking goal plans all use default curve for their process capacity considerations, which should result in much lower scores when the fire is full
7 Years Ago
Terrain decal persistence, improvements
7 Years Ago
Merge from main
7 Years Ago
Bonus for current target when finding threat
7 Years Ago
Add gang members properly
7 Years Ago
More combat tweaks
7 Years Ago
Got combat basics working (at least 1v1 on nospawns...)