198,617 Commits over 4,140 Days - 2.00cph!

10 Years Ago
ReorderableListDrawer generics, interface, hell.
10 Years Ago
Pushed back river backface clipping
10 Years Ago
Cowboy export script
10 Years Ago
Cowboy backhand anim
10 Years Ago
Cowboy backhand anim + updated forehand meta
10 Years Ago
- Added Emotes to the Unit debug view - Added DecisionLayers filtering to DecisionPlanParametersDrawer - Added DecisionLayerAttribute to pipe in DecisionLayers filtering
10 Years Ago
re-exported grass mesh and synced its uvmapping up with grass so lightmap works on it properly. repositioned trees and roots. undulated the ground a bit. removed lights, working on light emission. added lightprobes. added normal map for court lines.
10 Years Ago
added normal map for court lines, undulated grass outer mesh
10 Years Ago
Added missing occlusion strength
10 Years Ago
Updated cliff abledos with AO Mat update
10 Years Ago
merge from main
10 Years Ago
Added free base and detail map ambient occlusion to "Rust/Standard Terrain Blend" (input -> albedo alpha)
10 Years Ago
-removed now-useless Considerations -yamfm
10 Years Ago
- Minor space game update with a few bug fixes, movement change and ability nerfs
10 Years Ago
Actually fixed GoalSettingsEditor guistyle errors, updated lots of conditions and considerations new getters
10 Years Ago
- Increased cooldown timers of some abilities
10 Years Ago
GoalSettingsEditor GUIStyle error fix
10 Years Ago
Meta
10 Years Ago
- Added DecisionLayers and ConditionTypes enums, abstract getters in ConsiderationSettings, ConditionSettings - Fixes cs 2646
10 Years Ago
- Fixed GoalSettingsEditor not showing child goals - Added some background styling to GoalSettings plan and child listing - BeforeEditorLayout.DrawContentGroup now takes an optional GUIStyle to use for the container - FindBestInteractionPlanVariant passes smart_object as DC target
10 Years Ago
FOR FUCK SAKE asteroid tileset, recenter area C
10 Years Ago
-made a bunch of Conditions to replace boolean Considerations
10 Years Ago
- Fixed the way Room creates it's bounding box
10 Years Ago
Removed unused mesh
10 Years Ago
Updated Igor prefab
10 Years Ago
Added Cowboy racket, Updated prefab, Started cleanup
10 Years Ago
- Fixed some Health/MaxHealth enemy issues
10 Years Ago
checkin for backup before I try and fix wrist twist bone
10 Years Ago
- The amount of damage a BaseEntity can take in one hit/shot can now be capped to a % of total health - Capped Timmy Turrets max single damage to 5% - Death Row now does target entity MaxHealth as damage, instead of just destroying it (same outcome most of the time, but allows it to be capped properly on bosses etc)
10 Years Ago
tweaked specular values on some water effects.
10 Years Ago
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10 Years Ago
Merge from New_Rocks
10 Years Ago
Health meter tweak, Transitions folder set-up.
10 Years Ago
human male and female now have a blendshape on the eyes called "small" that ranges from 0 (big) to 100(small)
10 Years Ago
- PLAYER MOVEMENT CHANGES: Increased deceleration speed (3->4.5), increased turn speed (15->100). - BaseMovement now has a max speed random range. Set some default ranges for enemies.
10 Years Ago
Rock_cliff_a generic detail texture set Rock cliff meshes, with shared atlas textures
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10 Years Ago
Automated Linux DS Build #78
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10 Years Ago
Automated Windows Build #78
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10 Years Ago
Automated OSX Build #78
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10 Years Ago
Automated Linux Build #78
10 Years Ago
* Bump Steam.inf version so I don't forget to do it later * IP ban some naughty server
10 Years Ago
- Removed some debug stuff
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10 Years Ago
Automated Linux DS Build #77
10 Years Ago
Fixed dx9 low quality LOD<300 blend layer shader (#305, #306, #307)
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10 Years Ago
Automated OSX Build #77
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10 Years Ago
Automated Windows Build #77
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10 Years Ago
Automated Linux Build #77
10 Years Ago
Added SetNW2/GetNW2 functions back for testing purposes
10 Years Ago
Moved textures Created Cowboy prefab and controller
10 Years Ago
BehaviourChainPlanSettingsWrapper DM exclusion test ActionChainData stores HarvestedItems list BehaviourChainData convenience accessor in Action HarvestResources stores item yield in ACD and BCD ConsumeItem will check BCD then ACD for targets