224,727 Commits over 3,714 Days - 2.52cph!

6 Years Ago
Removed interaction Ids from unlocks (can still be used to unlock, but not unlockable) Progression designer progress Deleted some old unlocks (rock smash, tree felling)
6 Years Ago
fox gloves
6 Years Ago
latest
6 Years Ago
automerge from groups should deal with objects having modifiers now
6 Years Ago
Planet handler is now on every stage
6 Years Ago
Added AI prefab Moved pause to gamemode
6 Years Ago
Merged
6 Years Ago
merge from main
6 Years Ago
Ai behaviour stuff
6 Years Ago
correct buffer size for Panel:GetText when using dynamic alloc
6 Years Ago
Cliff & rock prefabs have extra navmesh modifier component to make sure we're not trying to bake trim meshes Rebaked island01
6 Years Ago
More on AI behaviour
6 Years Ago
Might be able to get away with a single NetworkUser that can cover both human and AI (bot) players
6 Years Ago
Merged from main
6 Years Ago
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6 Years Ago
Fix reference to MaterialRequirements in Building editor Fix basic shack requiring 40 sticks
6 Years Ago
Added simple console, moved some cheats to console commands
6 Years Ago
Fix items getting duplicated when getting picked up from a stockpile and put into a container Fix NRE on stockpile influence debug view
6 Years Ago
No compiler errors anymore, but still a bit of a mess
6 Years Ago
ScenarioDefinition ensures that all starting unlocks are present, via OnValidate Progression Designer basics
6 Years Ago
let's used ContainedBy instead of Container
6 Years Ago
Stonecutter AI which somehow dupes stones infinitely into the stockpile
6 Years Ago
Don't store grenade/tripmine ammo in weapon instance
6 Years Ago
Reinit hightlighter on hover
6 Years Ago
DispensableWrapper now has a spawn at unit position mode
6 Years Ago
Made objects scale in item preview (rough implementation), added first pass music controller
6 Years Ago
Getting target for a behaviour now uses Blackboard.GetEntity (fixed reading from Stockpile key as target not working correctly). Woodcutting AI now chooses the stockpile first. Stonecutting AI WIP. Sticks and stones no longer require a role to be deposited to their stockpiles.
6 Years Ago
Double jumping, momentum Jetpack test
6 Years Ago
5 seconds wait after chopping tree
6 Years Ago
Tree component adds all dispensed items + trunk to the fell-er's knowledge Take from dispenser also adds dispensed items directly to knowledge
6 Years Ago
Who needs fucking labels anyway
6 Years Ago
Building data
6 Years Ago
Data
6 Years Ago
Removed preview data from BaseEntitySettings & affected editors (building, item) Removed material requirements from Building system, whew
6 Years Ago
latest
6 Years Ago
quarry prefab ground collision
6 Years Ago
Updating instancing to be more editor friendly...
6 Years Ago
Added Mining skill Quarry bits
6 Years Ago
split up quarry collision
6 Years Ago
quarry collision
6 Years Ago
ResourceView.OnDispensed uses DispensableInfo.Quantity for material value
6 Years Ago
vm admire updates
6 Years Ago
vm admire source
6 Years Ago
Fixed quarry view having convex collider
6 Years Ago
Save
6 Years Ago
ResourceView updates material values in OnDispensed callback, if the dispensable is has UpdateMaterialValue set true
6 Years Ago
HUD Fixes Platform should orphan children PlatformClient's when destroying
6 Years Ago
art
6 Years Ago
Glow effect is now applied to the options menu Leaderboard items are now anchored from the top Options pages can now have different widths Fixed leaderboard entries overflowing vertically
6 Years Ago
nospawns setup for quarry testing