193,456 Commits over 4,079 Days - 1.98cph!

8 Years Ago
nailgun workshop icon minor balance
8 Years Ago
disabled halloween content nailgun cost/craft time balance
8 Years Ago
network protocol++
8 Years Ago
launchsite bounds
8 Years Ago
crate logic always spawns 1 component with 40% chance of wb item instead of either or
8 Years Ago
supply drop always drops atleast 2 weapons, 2 armor pieces, and ammo shotgun trap added to trap loot table
8 Years Ago
added 'basic' wood loot boxes to supermarket/gas station/warehouse military tunnel spawns 2 elite crates in the center
8 Years Ago
Fixed spit missing building requirements (now requires 3x sticks) New dispensable wrapper spawn mode: OnNavmesh - spawns the dispensable on the navmesh with some random fuzzyness Fixes meat spawning on top of the campfire collider and being really hard to click
8 Years Ago
rebuild plugins
8 Years Ago
merge from main
8 Years Ago
TakeFromDispenser will now break if the dispenser is being held by another unit
8 Years Ago
nailgun balance
8 Years Ago
update amplify shader
8 Years Ago
tweaked smokepuff for nailgun
8 Years Ago
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8 Years Ago
nailgun prefabs
8 Years Ago
Disabled force density on oak spawner, was spawning so many trees it was crashing the editor
8 Years Ago
nails icon
8 Years Ago
Added a bool to control whether you spawn in gang buildings or not
8 Years Ago
Added ability to set mission tasks as vital or not (set in mission def, not in task def). Non-vital tasks can be skipped if the next vital task is completed. e.g. A gang can complete a package buy mission without picking up the initial cash if they deposit the package.
8 Years Ago
More tweaks
8 Years Ago
Fade time + tint wip
8 Years Ago
map
8 Years Ago
Save
8 Years Ago
nailgun baseline
8 Years Ago
Backup
8 Years Ago
Scene stuff LOD optimizations
8 Years Ago
Improved geometry and skinning on wrists/elbows Haircap geometry is consistent across all male/female heads Toned down scaling on some bones Fixed player preview sometimes blinking backwards Added more variation to dark skin colours Possible fix for neck skinning problem on asianmale03
8 Years Ago
more ui rework
8 Years Ago
Fixes to combat targetting
8 Years Ago
Simplified icesheet coliders
8 Years Ago
Increased iceberg and icesheet density
8 Years Ago
Scene stuff
8 Years Ago
Hair sets + piece descriptors Updated hair prefabs to match skin naming format
8 Years Ago
Made ending item transfer missions clearer (both gang and personal). If we've just completed the last task, and we had a target entity, and we were looking at our inventory, and a loot container was showing, and the container was the mission's entity... Then close the inventory so they can see they've completed the mission.
8 Years Ago
Removed random destroy script from abandoned ships
8 Years Ago
Misc cleanup
8 Years Ago
Icesheets/icebergs scene2prefab
8 Years Ago
Optimized icesheet colliders Added renderer and collider batching to icesheet prefabs
8 Years Ago
fixed a case in which units wouldn't actually free up their hands to use a tool. people will now consider dispensables that don't destroy the entity before considering those that do.
8 Years Ago
Added inspector warnings when trying to add the runtime-only batching components to prefabs
8 Years Ago
more
8 Years Ago
Merge from main
8 Years Ago
input 5
8 Years Ago
EAC SDK update
8 Years Ago
▍▍▇▊▇█▇ ▇▋█▌▆▄ ▍▅▉▅▋▇ ▋▍▉▋▇▉▇ (▍▍▍▊█▉▉ ▊▌█▋▄█ ▉▅▅▍▉▇▅▉▉▉ ▍▄ ▆▌▋▄█▅ ▄▅▄▉█▇ ▅▍▇▋█▅▊▌) ▅▆▌▊▌▉▆++
8 Years Ago
Added padding topology (edge of map) Adjusted iceberg and icesheet spawn rules and prefabs
8 Years Ago
Acquire Materials For Fire now ignores entites with disabled SmartObject. EntityValueConsideration now checks for carried tools not only held.
8 Years Ago
fixed game mode starting unlocks not being force unlocked. added some unlocks to testbox game mode.
8 Years Ago
BehaviourChainFilter.OnValidate no longer forces FilterBySmartObjectViability to be false if certain conditions are not met