194,087 Commits over 4,079 Days - 1.98cph!

9 Years Ago
A wee bit of Social work. - Added some observational comments with @Bill notation - Fleshed out Role assignment a wee bit more, but needs a runtime class SocialRole me thinks... will add that next.
9 Years Ago
- Added ability charges upgrade and functionality - Abilities can now be set as unlimited
9 Years Ago
merged additive torso and leg layer, added switch layer to stop switch getting stuck while moving, however switch gets stuck putting away sometimes now
bot
9 Years Ago
Automated Windows Build
9 Years Ago
Fixed text chat / mission list after mode restart
9 Years Ago
texture updates
bot
9 Years Ago
Automated Linux DS Build #412
bot
9 Years Ago
Automated Windows Build #412
9 Years Ago
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9 Years Ago
Baseline
9 Years Ago
More
9 Years Ago
Socials fiddling
9 Years Ago
Fixed some editor issues
9 Years Ago
Optimised QuadTree nearest neighbour a bit.
9 Years Ago
Ore spawn compensation, based on Alistair's figures.
9 Years Ago
Prefab bundles
9 Years Ago
Quad Tree nearest neighbour search is in.
9 Years Ago
Animals spawn again.
9 Years Ago
Merging QuadTrees in because actually they aren't too bad
9 Years Ago
Initial implementation of QuadTrees (still a little slow)
9 Years Ago
fixed slight hitching on the double shotgun viewmodel animations
9 Years Ago
SoleRoleDefinitions
9 Years Ago
Added Social editor, bunch of editor tweaks
9 Years Ago
Player anim source -single bullet reloads for bolt & shotgun
9 Years Ago
turned off exit time on some movement modes
9 Years Ago
all bugs fixed until I find more bugs
9 Years Ago
SocialSettingsEditor fix
9 Years Ago
Refactoring Socials to include the concept of Roles
9 Years Ago
Prerelease scripts
9 Years Ago
Prerelease steam scripts (need to merge this change into preeelease branch)
9 Years Ago
ActionChain state debug object ref
9 Years Ago
Beep - Bug fixes
9 Years Ago
- Upgrade cost colour fix - Shield upgrade price increase
9 Years Ago
Start cleaning up the Socials API Fixed Units not having the Socials component by default EntityComponentManager renamed to EntityComponentSystem BaseEntity adds/removes itself to GridManager rathe than relying on EntityManager events AI modules can now be installed/uninstalled for a specific Entity at runtime via the debug tools panel
9 Years Ago
FOR FUCK SAKE playership prefab, change idle state
9 Years Ago
- Ammo upgrades
9 Years Ago
Warning fix
9 Years Ago
- Upgrades
9 Years Ago
FOR FUCK SAKE playerprefab booster
9 Years Ago
Protocol adjustment
9 Years Ago
UnitAttachments dict for lookup
9 Years Ago
Fixed mission issue Can cycle horn types
9 Years Ago
updated exhausted action to get removed at 25% stamina (allready added at 15%) ordered and added wait in the add action to give the unit time to slow down before applying exhausted effect
9 Years Ago
fixed lod issue
9 Years Ago
Fixed durations in effects
9 Years Ago
- Increased damage radius of cocktail blast - Adjusted ammo costs of weapons - Lowered starting ammo capacities - Shield upgrade fix
bot
9 Years Ago
Automated OSX Build
9 Years Ago
Fixed Items switch callback always setting carry bool true
9 Years Ago
updated lod
9 Years Ago
Latest Beep: Bomb mission, Custom trucks