223,510 Commits over 3,684 Days - 2.53cph!

6 Years Ago
fixed DSE element order in Crafting module
6 Years Ago
Organizing
6 Years Ago
2/2
6 Years Ago
Refactoring 1/2
6 Years Ago
Test
6 Years Ago
Part 2
6 Years Ago
Moving stuff around part 1
6 Years Ago
merge from main
6 Years Ago
New coffee cup item Can override rubbish to drop, coffee and soda now drop accurate rubbish models
6 Years Ago
Added UI-BUILDER asset store pack and reworked Main Menu UI
6 Years Ago
Some logo variations
6 Years Ago
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing) Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active Enabled poison VitalNote and filled in the text so it reads correctly Status Effects can now apply damage over their duration (standard DamageTypes list implementation) Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
6 Years Ago
Refactoring weapons backup
6 Years Ago
More magic
6 Years Ago
▄▇█▆▇▍▌▋ ▄▅▅▆▄▅▍▌▌▋▌▅ ▅▋▄ ▉▅▋▉▋▇▅▄▆▍▄▆
6 Years Ago
Smooth movement for proxy characters - actually better than the old system.
6 Years Ago
First pass on StatusEffects framework Effects are defined via a definition file in Resources/StatusEffects/ Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
6 Years Ago
Fixed inventory UI particles; switched shader to ui-ext/particles/add
6 Years Ago
▅█▆▄▅ █▊▋▉▊▄ ▇▋▆▋
6 Years Ago
SpaceSuit works now.
6 Years Ago
Clean up errors when in #CLIENT only
6 Years Ago
NPCs move
6 Years Ago
Fixed server compile
6 Years Ago
Working on NPCs and bugs.
6 Years Ago
Data
6 Years Ago
Fixed crafting widget indicator getting stuck in a hidden state
6 Years Ago
reduced camera lag, tried messing with sprint behaviour and got nowhere, added some text animations exported some fbx animations from unreal asset pack to see if they could be used with assets in unity, so far looks like it works
6 Years Ago
Fixed BaseEntity.Enabled and IsVisible being set in init, not properly loaded
6 Years Ago
Cache active renderers at the end of UnitView.Setup
6 Years Ago
Make sure meat/skeleton unit meshes are hidden on load if the unit is alive
6 Years Ago
Fixed NPC type ScriptableObject, which wasn't updating the asset properly from the custom editor.
6 Years Ago
Fixed renderer states not being nicely cached when we toggle an entity's view
6 Years Ago
Boat shit
6 Years Ago
Fixed bad data path for Necessities. Moved all NecessityDefinition to correct folder.
6 Years Ago
Allow nesting extensions "naked extension" gets rid of prefix
6 Years Ago
BaseEntitySettings.IsStatic now exposed to editor Vehicle component boilerplate Added AIActions.SetViewParent with various modes
6 Years Ago
Crafting and GroupNecessities persistence WIP. Some fixes to loading.
6 Years Ago
Disabled warnaserror on this branch
6 Years Ago
Fixed knowledge overlay showing disabled entities
6 Years Ago
Fixed NRE in CraftingWidgetIndicator.OnMouseOver
6 Years Ago
Spicebush prefab settings
6 Years Ago
DM ignores entities that are not enabled
6 Years Ago
Fix static mesh mdl lods with incorrect materials
6 Years Ago
Merge from main
6 Years Ago
Save
6 Years Ago
Crafting station UI indicator fixes
6 Years Ago
Oxygen Volumes and Vacuum Oxygen volumes now exist. - By default tick will reduce the players oxygen unless they are within an Oxygen Volume. (Will make this a blueprint this evening) - Also need to work out how to transform/scale a volume coz you can't overlap multiple volumes and keep the Bool on if they overlap.
6 Years Ago
Disabled core/foliage translucency for indirect lighting; requires indirect shadowing to work properly
6 Years Ago
Merge from main
6 Years Ago
Moved some utility stuff out of CraftableParameters and into CraftingUtility CraftingWidget now only shows items that can be crafted at the target station