194,204 Commits over 4,079 Days - 1.98cph!

9 Years Ago
Fix
9 Years Ago
Optimized SkinnedMultiMesh GetComponentsInChildren calls
9 Years Ago
Optimized SkinnedMultiMesh LODGroup stripping
9 Years Ago
Forgot to reset timeScale lerp value
9 Years Ago
Moved all game speed management to TimeManager, including timeScale lerp which now works properly
9 Years Ago
Experiment: Alternative to BroadcastMessage.OnParentDestroying
9 Years Ago
Moved all time related stuff to TimeManager Added errors when we're trying to destroy entities that already destroyed
9 Years Ago
Changing Game Speed should now Lerp toward the new target value.
9 Years Ago
More
9 Years Ago
Enabled player mesh pooling by default on 64bit systems
9 Years Ago
TimeMananger boilerplate
9 Years Ago
EvaluationTargetType should probably switch on the Mode of the condition/consideration?
9 Years Ago
Item Value for Building now support two modes (TargetItemBlackboardBuilding and TargetBuildingBlackboardItem).
9 Years Ago
When tribe wakes up, set gamespeed back to Normal, not Previous.
9 Years Ago
Made GameManager return early if incoming value is same as current value for GameSpeed.
9 Years Ago
On change speed to Super if it's not already set to Super, for the case of entire tribe being asleep, since internally GameManager doesn't handle any early returns when the incoming value is the same.
9 Years Ago
Made Tribe's sleep flag changed handler call directly to GameManager's SetGameSpeed.
9 Years Ago
Cleaned up OnMemberFlagChange that it supports more than just "in combat", that we just check flag and forward into "handlers". Added events for when entire tribe is asleep and when the tribe awakes again (when at least one is awake). Added Sleeping flag handler for OnMemeberFlagChange, that bookkeeps how many tribesmembers are asleep.
9 Years Ago
Aging now uses DateTime to calculate Age, to more robustly support shifts in time.
9 Years Ago
Reproduction was removing it's OnMinute from OnDay. Fixed.
9 Years Ago
ItemValueForBuilding now compares the item to the requirements of the building, and values item requirements differently than material requirements.
9 Years Ago
Merging skidmark FX branch
9 Years Ago
Added skidmarks support
9 Years Ago
No shadows on dirtclick. Added sounds to dirtclick.
9 Years Ago
Alert sounds 2.
9 Years Ago
Alert sound.
9 Years Ago
Rearranged some files.
9 Years Ago
Cursor psd.
9 Years Ago
Lots of cursors.
9 Years Ago
sprint crs
9 Years Ago
Removing errant Debug.Logs
9 Years Ago
Merging car audio into Main
9 Years Ago
Car audio all working.
9 Years Ago
Stealth cursor
9 Years Ago
cursor source
9 Years Ago
backing up this lineart
9 Years Ago
Cursor source
9 Years Ago
Basic car audio in and working. Just needs some tweaks.
9 Years Ago
Sleep FX scale mod + offset save
9 Years Ago
Effect : Sleep VisualFX is limited to Humans, fixed particle rotation + offset
9 Years Ago
update to merge
9 Years Ago
Can now fill paint walls
9 Years Ago
commiting to merge
9 Years Ago
merge
9 Years Ago
LOD2 wall meshes
9 Years Ago
Territories should now be less massive
9 Years Ago
More
9 Years Ago
Fixed cases where the radial menu would not show after a long RMB press on an interactable entity
9 Years Ago
VisualFX can specify the AudioSourceType for any sounds they want to play EffectVisualFX can specify a UnitSoundType AudioManager pools for all AudioSourceTypes, improved API and added convenience TryPlayOneShot
9 Years Ago
EffectSettings stores derived EffectVisualFXParameters, with option to limit application by UnitClass, when applicable