224,638 Commits over 3,714 Days - 2.52cph!

6 Years Ago
Added RoleName keyword
6 Years Ago
rebaked vertex lighting on hairstyles after shader reflection changes. tweaked textures to allow for dyeing. created hair dye materials for head, facial and body hair. creating dyesets.
6 Years Ago
Fixed hair dye mat props affecting other mats (e.g. skin)
6 Years Ago
Added career tileset theme that gets applied in career screens. Reworked some career processing/events. wip stuff.
6 Years Ago
Quarry backup
6 Years Ago
Ensure hair dye is picked consistently across different hair types
6 Years Ago
Lets not do that multiple times in a frame
6 Years Ago
Call HIghlighter.ReinitMaterials when we mouse over a unit
6 Years Ago
fixed lingering pause overlay
6 Years Ago
Fixed unclosable unit detail view window
6 Years Ago
Waits at least one frame after reg before vis test Removed serialization tags from occlude dependency structs
6 Years Ago
fixed human anim bugs caused by unity REVERT when fixed
6 Years Ago
Network++
6 Years Ago
Hapis progress
6 Years Ago
Show a mesh on interaction points when placing props Staff WIP
6 Years Ago
Exposed raid sizes on the diplomacy parameters
6 Years Ago
Merging raids branch - can toggle raids off completely by unchecking RunRaids on the Tribe group diplomacy component
6 Years Ago
Merge from main
6 Years Ago
Lots of sound tweaks and polish Campfire/furnace ignite & extinguish sounds Ceiling light on/off sounds
6 Years Ago
Occlusion casts to head rather than transform to fix highlight turning on because transform was too close to ground collider
6 Years Ago
Merging unit_occluders branch, units in the players tribe will now get their highlight turned on when blocked by Resource or Ground layers
6 Years Ago
Updating more props to new InteractionPoint system
6 Years Ago
Clean up/remove old fader occlusion system
6 Years Ago
Merge from main
6 Years Ago
Cleaned up some now unneeded raid creation stuff
6 Years Ago
Progress
6 Years Ago
Added some combat target tinkering in the raid desire to try and make raiding animals more aggressive
6 Years Ago
spawn objects added to buildings
6 Years Ago
Reworked raid creation - Diplomacy component now has a raid time and possible units to spawn in the raid. It then spawns these units as a collection and triggers the existing raid mechanics. This is instead of creating a collection out of existing units, this approach didn't really work in proper game scenes since animals were often killed or scattered.
6 Years Ago
Fix error when cooking
6 Years Ago
paul merge
6 Years Ago
added building objects for spawners
6 Years Ago
...
6 Years Ago
...
6 Years Ago
Merge from main
6 Years Ago
Scene progress
6 Years Ago
...
6 Years Ago
quick test
6 Years Ago
minor debugcam fix
6 Years Ago
Data save
6 Years Ago
Fixed definitions name lookup fuckery
6 Years Ago
Added new basic tutorial for building placement, role assignment (WIP)
6 Years Ago
bug fixes
6 Years Ago
Switched night time consideration to use the TimeRangeParameters system
6 Years Ago
chairtest false
6 Years Ago
bonefollower fixes
6 Years Ago
Added PlayerPlacedBuildingTrigger
6 Years Ago
UI bits
6 Years Ago
TOD Light consideration can now look at the date time instead of light intensity (light intensity goes back up at night thanks to moon light, so it's not a good indicator of is it night time) Raids should now happen at night
6 Years Ago
started splitting career and leage advancement into separate RunWeek and AdvanceWeek processes. player match results now register results and update the player's team in the league.