225,001 Commits over 3,714 Days - 2.52cph!
removed reflection probe from city scene
Nothin' doin' just looked about.
Pass C++11 flag in dependants' premake scripts
Various
Merge branch 'master' into Ian
LightController sets color of Light component in OnValidate
Lightmapping
level 3 stuff
Post, lightmapping, fuckeries
More lightmapping
Fixed hardwired devices without power buttons not turning back on when their power is restored. Better crouch
Player movement cleanup
Merge branch 'master' into Ian
Fixed hardwired devices without power buttons not turning back on when their power is restored. Better crouch
Post, lightmapping, fuckeries
CmdSetTag now stores the tag delta change value in the tag when changing values
Added floating capture point text to capture point tile topper, when capturing
Hopefully fixed TribeActivityTriggerSettings
TribeMemberActivityTrigger changes
turned off some debug stuff
breakable shields, heavy attacks, more ai stuff
Testing : Blackboard.Write always writes entity type keys to the generic entity key, as well as type specific keys
Fixed depositing to campfire via player command not working
Only conditions with no blackboard writes are flagged as cachable
LightController sets color of Light component in OnValidate
Lightmapping
Fixed background gradient
MachineProcessCanProcessEntitySettings uses Blackboard.Entity key, not item
Background gradient fixes
Viewmodel source update to latest rig
Added DataAsset.IsGameValid bool
Fixed webpage updating only working once
Added recent crimes. These are crimes that have not been reported / observed yet
Added Options.proto file and updated proto buf builder batch file
Rewritten emoji rendering so they are merged into one mesh per comment
Unit input events (hover etc) are now disabled during the match outcome screen
Various
Merge branch 'master' of CyberBastards
Controller improvements, held object collisions
Fixed held objects being culled by camera
Fixed bad sphereCast radius
Merge remote-tracking branch 'refs/remotes/origin/master' into Ian
Throw with F
Disable Level on fail conditions
Physics matrix
Layer fixes
Merge remote-tracking branch 'refs/remotes/origin/master' into Ian
Fixed player start pos/rot not being properly set
Various console/terminal stuff (connect to and control devices)
Level 4 fleshing out, Switch triggers, detection fail condition timeouts
Various UI
Various
Save
Save
Fixed level 4 end trigger
jenkinsfile b9
level 04 improvements
Devices can be directly powered from source, without sockets + cables
Fixed PowerSource not updating output values when swtiched on/off
Merge remote-tracking branch 'refs/remotes/origin/master' into Ian
Merge remote-tracking branch 'refs/remotes/origin/master' into Ian
Let's actually invoke the value change event when we change the value of a ranged stat
MACapture now sets initial value of total points avaialble during it's init
Removed the SetTag command from Capture definition that was fucking the firs round
UIControlModeupdater now displays initial value
Fixed InteractionTriggerSettings
Fixed PowerSource not updating output values when swtiched on/off
MatchModeUI can now have mode specific updaters
Capture match action now caches tiles with capture points.
Capture mode UI now updates with values (first round bugged)