198,646 Commits over 4,140 Days - 2.00cph!

8 Years Ago
Vis double checks collider enabled state
8 Years Ago
Testbox and a little biome stuff.
8 Years Ago
Add ability to schedule sounds for future playback to SoundManager Physics sound playback improved Vedning machine plays purchased item's physics impact sounds
8 Years Ago
Creating weapons firing events at the bullet hit point as well as at the firing point. Lets NPCs react to shots that land nearby but come from far away
8 Years Ago
Fixed rotation issue when reloading etc
8 Years Ago
Improved NPC vision system + some extras
8 Years Ago
Merging in from Trunk
8 Years Ago
Increased car tyre skid sound threshold
8 Years Ago
Cleanup
8 Years Ago
Refactored TargetFilter plans, which are now created and held by the AI manager for cleaner lookup TargetFIlter desire creation now supports momentum simulator method selection via editor reflection + dropdown (members from DesireMomentumSimulators Added some help text and field labels to SpawnPopulationSettingsEditor Disabled tribe mood color grading effect
8 Years Ago
NPC basic door smarts
8 Years Ago
reduced size of vending machine icon to prevent text clipping lower right vending machine text displays number of items per sell order vending machine has higher health
8 Years Ago
water bottle, bota bag, buckets no longer considered 'hostile' to peacekeeper turrets
8 Years Ago
shopfront can't be stacked on itself turrets no longer consider dead players hostile after they respawn and run back fixed being unable to rightclick-move objects into customer side of shop front no longer show crosshair when aiming at a "Not Player Usable" collider of an entity
bot
8 Years Ago
Automated Linux DS Build #33
8 Years Ago
NPCs can open and close doors, although it confuses them greatly. They just love using the doors too much
bot
8 Years Ago
Automated Windows Build #33
bot
8 Years Ago
Automated OSX Build #33
bot
8 Years Ago
Automated Linux Build #33
8 Years Ago
▊▋▄█
bot
8 Years Ago
Automated Linux DS Build #32
8 Years Ago
fixed flamethrower going through shopfront shopfront has same health/protection as sheet metal wall small delay with process indicator when both parties have accepted (less jarring)
bot
8 Years Ago
Automated Windows Build #32
bot
8 Years Ago
Automated OSX Build #32
bot
8 Years Ago
Automated Linux Build #32
8 Years Ago
▋▉▆▋█▅▉▅▄▌
8 Years Ago
Compile fix
8 Years Ago
Added convars to toggle "immediate invalidate" feature on batching systems
8 Years Ago
Fixed race condition in mesh batch threading
8 Years Ago
Fixed billboard shadows Fixed ST/foliage deferred transmission
8 Years Ago
Senses now uses AwarenessRadius for the entity perception check.
8 Years Ago
Convars to toggle batching threading
8 Years Ago
Save
8 Years Ago
merge from main
8 Years Ago
Added car save data
8 Years Ago
Bunker room prefab update
8 Years Ago
Bunker room glass
8 Years Ago
Bunker room COL/LODs
8 Years Ago
Pipe variants, prefabs, LOD/COL
8 Years Ago
Fixed Senses.CanPereivee IEntity overload not checking that perception data.IsPerceived is true AI decision log/debugger improvements. Can view an ingame overlay for a group of decisions (e.g. target selectors)
8 Years Ago
BaseEntity.Query (boilerplate for octree entity lookup) Ai fears player a bit more Ai stops attacking and flees if tired
8 Years Ago
Updated car rig - save params, new drift mechanic
8 Years Ago
new tutorial task SFX test
8 Years Ago
wip valid target prediction for movement highlighting
8 Years Ago
correct settings for world model fbxs
8 Years Ago
adding normal/ao/vertexcolour to hex blocks
8 Years Ago
spear optimisation
8 Years Ago
CodeGen (client compile fix)
8 Years Ago
Renamed Gunker to Shooter, fixed default squad attempting to have more units than max
8 Years Ago
Fixed issues with batched LODs getting randomly stuck