224,650 Commits over 3,714 Days - 2.52cph!

7 Years Ago
added radiosity bake to vertex colour channel on male_hairstyle_02
7 Years Ago
Uncomment steam integration stuff
7 Years Ago
Moved vertex occlusion input to vertex color red channel; disabled vertex coloring
7 Years Ago
quick timer refactor, cleanup
7 Years Ago
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7 Years Ago
Forced bias fallback only for alpha
7 Years Ago
update UI, fix hover area for menu button added timer blinking anim
7 Years Ago
Whats new text
7 Years Ago
Version++
7 Years Ago
greyboxed > cage module (prisoners/slaves transport) short flatbed and long flatbed modules (storage modules)
7 Years Ago
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7 Years Ago
Domain tweak
7 Years Ago
Logging in debug
7 Years Ago
Removed memory profiler because its not compiling
7 Years Ago
Logout
7 Years Ago
what's new screen
7 Years Ago
Phone
7 Years Ago
BaseTest, TestUnitExplosion
7 Years Ago
green vertex channel is now used to offsync movement in foliage
7 Years Ago
Fixed game not being paused on gameover
7 Years Ago
Fixed bugs created with vm Bow update, Reverted bow anim changes, re-updated to latest rig and mesh
7 Years Ago
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7 Years Ago
Agent's active GPV will drain score from it's GoalPlan once momentum hits 0 Minimum momentum drain rate is now 0.01 (up from 0.001)
7 Years Ago
Scene save
7 Years Ago
Animal/Combat/Defensive scoring fixes
7 Years Ago
Added button to open module in designer from the AI debugger
7 Years Ago
Added ActiveEmote keyword Fixed bad priority dropdown in interaction lists Various UI tweaks Added interiors post volume
7 Years Ago
Fixed Playmaker build errors
7 Years Ago
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7 Years Ago
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7 Years Ago
merge
7 Years Ago
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7 Years Ago
pixel chunk mass can exit stage while on victory screen Merge remote-tracking branch 'refs/remotes/origin/master' into switch
7 Years Ago
Power Station and static defense stuff
7 Years Ago
Fire trap now deals damage
7 Years Ago
gitattributes/gitignore UE 4.14 support
7 Years Ago
Unsaved stuff
7 Years Ago
More level/floor cleanup
7 Years Ago
Missions
7 Years Ago
More
7 Years Ago
Delivery mission task work
7 Years Ago
More floor overlap logic -Added a Box Overlap with Rotation node to the function library -Back to using classes and not spawning/destroying modules (old logic is still in place) -Filled in data for the new corner module -Can turn on debug mode on Gate to auto-generate a level (good for simulating level gen without having to play) -Fixed a bunch of AI stuff throwing exceptions while game is running in simulate mode -New floor logic works from an array of connectors so all of the possible connections on a module should be evaluated
7 Years Ago
Simplified - Decided missions don't actually need to know about THE package, and just knowing about the definition rather than the instance is enough. If missions end up with multiple packages, they can be different types (or the code can be updated).
7 Years Ago
Shared context mission work
7 Years Ago
Dialog Multiple Dialog Strings added.
7 Years Ago
Improved some mission parameter stuff
7 Years Ago
Bug fixes and stuff
7 Years Ago
Enabled water SSR tracing behind objects to help mitigate visible gaps
7 Years Ago
Making item receive task able to drop items into gang safes and so on
7 Years Ago
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