224,237 Commits over 3,684 Days - 2.54cph!

8 Years Ago
removed vc_road material with arrows on. separated central hub road and ground and re-exported made central hub_mm object made second vc_road material that is coloured red and applied to existing bridge mm parts
8 Years Ago
Game manager no longer sets the game object name when taking from a pool (performance) Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling) Added additional profiling to LOD, pooling and mesh batching code
8 Years Ago
Initial implementation of "Carrying Weapon" bravery boost
8 Years Ago
Added water visibility volumes to natural cave blocks
8 Years Ago
backup cave dressing
8 Years Ago
Grid range is now static value, increased grid cell size
8 Years Ago
Fixed some data
8 Years Ago
Ported latest AI database entries to assets, fixed migration tool not properly checking for existing assets
8 Years Ago
Migrating AI data back to assets. Existing data and code is unaffected.
8 Years Ago
Item fixes
8 Years Ago
cherry picking 16646
8 Years Ago
Scene2Prefab dungeons
8 Years Ago
Updating sewer and tunnels, military tunnels, mine tunnels with Environment volumes and Water volumes where necessary
8 Years Ago
Moar combat AI modules to make animals avoid fire and people avoid unarmed combat
8 Years Ago
merge from main
8 Years Ago
larger barricades prefabs / military tunnels update
8 Years Ago
We can now actually remove a corpse from the spit-fire, and have it carry on the shoulder again.
8 Years Ago
When a corpse is removed from the fire, we should probably stop the cooking process.
8 Years Ago
Moar stat manipulation tweaks
8 Years Ago
Reward panel prefab
8 Years Ago
Updated scenes
8 Years Ago
WIP on mini map changes Hex visibility
8 Years Ago
Hacked a fix for weird compile shit
8 Years Ago
position tweaks
8 Years Ago
Changes to stat manipulation
8 Years Ago
door barricades are now two sided
8 Years Ago
Added a modifier to Corpse that changes based on the state of the corpse. 1 when Fresh or Skinned, 0.5 when Cooked, 2 when Burned and 4 when Rotten (decays faster then).
8 Years Ago
Burned corpses (and color transitions in general) now actually works for corpses.
8 Years Ago
Dungeon spawners updated to the new barricade system
8 Years Ago
UI manager, added bag UI toggling to B key. Removed some debug UI
8 Years Ago
Social Need + Energy part of collabroation/socials scoring
8 Years Ago
RadialMenuWidget implements IPointerEnterHandler, IPointerExitHandler for more robust handling of click-to-close
8 Years Ago
Forgot to reset said gate
8 Years Ago
Hacky RMB usage gate in RadialMenuWidget
8 Years Ago
PlayerController.TickRaycast checks hoeveredInteractables.Count when dealing with UI elements
8 Years Ago
Removed force evaluation stuff from PlayerController.MouseOver
bot
8 Years Ago
Automated Linux DS Build #436
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8 Years Ago
Automated Windows Build #436
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8 Years Ago
Automated OSX Build #436
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8 Years Ago
Automated Linux Build #436
8 Years Ago
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8 Years Ago
Switching character stuff to use the new network tick/send methods. Bit messy since some things still want the old Update/FixedUpdate/LateUpdate
8 Years Ago
Not everything needs to be a MonoBehaviour - making update calls etc more visible from the main character classes that are actually running the show.
8 Years Ago
Character fixes
8 Years Ago
FireFX tweaks.
8 Years Ago
Oops, fixing errors in pervious commit.
8 Years Ago
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
8 Years Ago
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
bot
8 Years Ago
Automated Linux DS Build #16
8 Years Ago
Item/Container changes