223,523 Commits over 3,684 Days - 2.53cph!

8 Years Ago
Scene
8 Years Ago
Changing hard-coded values into proper ones
8 Years Ago
Removing redundant stuff
8 Years Ago
Now sending pertinent wheel stuff from the server
8 Years Ago
A start at calculating wheels client-side instead of using data from the server. Gonna send some (different) data from the server though to make things better.
8 Years Ago
snappier viewmodel sway
8 Years Ago
Moved usec glyphicons into seperate folder Icons on DataBrowser tabs
8 Years Ago
replaced howizer muzzle flashes with more realistic smaller less bright versions
8 Years Ago
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8 Years Ago
Changes
8 Years Ago
Fixed task complete sound not playing
8 Years Ago
TutorialSettings.TaskName returns the AssetName, no need for a seperate field Fixed Relationships NRE (made Socials a default UnitComponent) Split tutorial up into 5 seperate tutorials
8 Years Ago
Fix
8 Years Ago
More truck / player refactoring
8 Years Ago
Misc EntityView physics cleanup, and data exposure for rigidbody drag
8 Years Ago
candlehats and minerhats use half as much fuel
8 Years Ago
Added change to opinions of the other person on social invitation accept/decline. Accept causes friendship/love, the other causes Foe/Hatred.
8 Years Ago
Added Relationship hooks for Social events, though changing no opinions in there just yet.
8 Years Ago
Removed hit chance from DPS calculation for now, this fixes ranged attacks not being selected.
8 Years Ago
Entity physics toggle optional gravity param Projectile.Fire takes a callback, component no longer holds OnHit event
8 Years Ago
Fixed projectiles not being interactable after being thrown/shot, but found some issues with throwing projectiles a second time... weird shit. Commiting because I'm going insane
8 Years Ago
tone down the exagerated movement of viewmodel animations to make the guns look more solid. ( ak47 / smg / thompson / semi-auto rifle )
8 Years Ago
More
8 Years Ago
Fix
8 Years Ago
Made a couple of anims
8 Years Ago
stuff
8 Years Ago
Lighthouse layout update and various fixes
8 Years Ago
Z
8 Years Ago
H?
8 Years Ago
Relationships component now listen to senses events and change opinions based on that. PerceivedUnitData now bookkeeps PreviousThreatLevel as well, that we can find the delta.
8 Years Ago
G
8 Years Ago
Renaming Desire types to be more consistent Added various events to Social, Socials and SocialInvitation
8 Years Ago
Relationships component now listen to combat events and change opinions based on that.
8 Years Ago
G
8 Years Ago
Removed old resources
8 Years Ago
Removed old system.
8 Years Ago
F
8 Years Ago
Removed some unused fields from DesiresParameters
8 Years Ago
E
8 Years Ago
SocialEffectParameters stores an ActId for use with the Event and Target types Added SocialSettings.GetActParameters via id
8 Years Ago
Changed the car to work more like the player: Instead of the prefab being everything, it's just the base, and then visuals and colliders are only added as necessary by client/server.
8 Years Ago
Minor fixes
8 Years Ago
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8 Years Ago
Looks terrible but client inputs->server calc->sending state back to client is working now. Gonna have to calculate the wheel movement on the client though. Way too glitchy when sent at 30fps from server as it is now. Wheels are freaking out.
8 Years Ago
Pretty big desire refactor. Added a 2nd type of Building Desire for player commanded building. All Building related desires should now be cleared up on building completion.
8 Years Ago
Merged from Social Effect Parameters branch.
8 Years Ago
Merged from main
8 Years Ago
muzzle flash smoke hidden when aiming weapon fov's adjusted to look more natural aiming down the sight lowers near clip plane (less viewmodel clipping)
8 Years Ago
Started extending the editor for SocialSettings to include the SocialEffectParameters. Only thing left really is to allow for SocialActParameters to be displayed as an AssetMenu, or something like that, when social effect target type is of type Participants of Act.
8 Years Ago
Added TryApplySocialEffect functions that generalize the application of social effects in Social and Socials, removing the duplication of code and makes the classes easier to read.