200,010 Commits over 4,140 Days - 2.01cph!

9 Years Ago
FOR FUCK SAKE EnemyAbilityShield removed PP fx and added forcefield fx/tweak forcefield script and shader
9 Years Ago
Some merging
9 Years Ago
updated.
9 Years Ago
Fixed AIDesigner not always serializing database asset
9 Years Ago
TriggerSettings.GetUsageCount impl ConditioNSettings.GetUsageCount mad LINQs bruh
9 Years Ago
Save
9 Years Ago
Metas
9 Years Ago
added 5m high glitch anim to replace whatever anim you're not sure is playing or not
9 Years Ago
Added manual timescale control using -/+ keys (numpad too) Fixed issues with animation params and movement state not being properly synced up (don't fire destination reached callbacks in navigation until we're absolutely not moving)
9 Years Ago
Removed timescale debug
9 Years Ago
Expose timescale adjustmente on PlayerTimeControls component, reduce by 75% when timescale is < 1f
9 Years Ago
Exposed timescale adjustment smoothing
9 Years Ago
More timescale good things
9 Years Ago
Fixed regular gamespeed controls not overriding editor timescale
9 Years Ago
Added a clip to the night time music
9 Years Ago
new game clip edit
9 Years Ago
deleted old event music
9 Years Ago
hunting loop
9 Years Ago
check in mammoth before I break it
9 Years Ago
check in before breaking
9 Years Ago
Some last changes to this branch before it's shelved for the moment.
9 Years Ago
fixed bear problems
9 Years Ago
FOR FUCK SAKE fix wrong door socket on door tiles FOR FUCK SAKE switch loose canon colour to blue
9 Years Ago
added on water motif, removed rain event music
9 Years Ago
FOR FUCK SAKE fix teleport ability fx delay causing it not to appear.....hopefully
9 Years Ago
Added Unit Targetting component, related AI actions and conditions Ragdoll receives velocity from navMeshAgent on Unit death Items can be flagged IsDraggable, preliminary support for attachment using joints Renamed Hostility conditions for clarity Tribe+Knowledge.Discover no longer generates activity Action resharper template
9 Years Ago
Reverted HumanController mistaken commit
9 Years Ago
Removed BehaviourGroups and all related systems from the codebase Added Combat flag conditions to most AI modules Fixed some null music refs
9 Years Ago
setup work on wolf and some files from mammoth
9 Years Ago
.
9 Years Ago
Added boost particles Can only join one mission at a time Added multiple start points
9 Years Ago
latest
9 Years Ago
rerigged rabbit so drives DEF bones like the other animals
9 Years Ago
props added
9 Years Ago
Atmospheric music data rework, editor, file renames Moved Emote behaviour to the Emotes module
9 Years Ago
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9 Years Ago
Moved animation clips onto their respective EmoteSettingses.
9 Years Ago
effect crap
9 Years Ago
Part 2
9 Years Ago
don't start starving
9 Years Ago
in fact let's not start with 0 energy either
9 Years Ago
AI tweaks
9 Years Ago
Stopped them being so happy
9 Years Ago
Added CappedMaxValue to Stat, which returns MaxValue + CappedModifierValue (hence will reflect the MaxValue as long as there's no active cap). Extended enum StatManipulator with the value Cap. Stat+Modifiers now hold a list of modifiers of the StatManipulator type Cap. Need and Vital's Current Value now clamps to the range [0, CappedMaxValue].
9 Years Ago
Updated Stat Manipulator Parameters Drawer to respect the new Cap manipulator (Please double-check this @billowe).
9 Years Ago
Stat doesnt need to store two lists of modiifers, just switch on MinipulationType Debug stats list shows modifier count
9 Years Ago
Cap Modifiers should be treated as percentage value of max. So if you want a Cap of 60% of Max Value, you simply add a Cap Modifier with value of 60.
9 Years Ago
Need to default cap modifier percentage value back to 100 if there was no cap modifiers applied during Update Modifier pass.
9 Years Ago
Support both absolute and percentage caps.
9 Years Ago
Let's correctly return the value of CappedMaxValue.