224,827 Commits over 3,714 Days - 2.52cph!

8 Years Ago
Entity.FixedTick actually called by EntityManager Navigation tick logic in FixedTick Fixed a bunch of bad AI data caused by merge in 6105
8 Years Ago
Fixed NotImplementedException
8 Years Ago
LevelBuilder now checks for NRE in planet prefab
8 Years Ago
8 Years Ago
Stopped animals sending network update every few ms for seemingly no good reason
8 Years Ago
Fixed player model state updating too often
8 Years Ago
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8 Years Ago
- Fixed some enemies not having mini map icons - Lowered number of main rooms in asteroid level flow by 1 - Current area fix - Can now press P to auto finish the current level (for debug) - Level loading screen fix - Reworked enemy minimap icon code so play-time spawned-in enemies show
8 Years Ago
FixedTick through manager and ECS code
8 Years Ago
fix nan and made acceleration increase when sprinting and running
8 Years Ago
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8 Years Ago
Deleted the EquipWeaponSelector, because it wasn't a selector Moved weapon mangement behaviours into the Combat-Basic module under a human only Manage Weapons goal
8 Years Ago
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8 Years Ago
b25 speedtree shader update (won't break earlier versions)
8 Years Ago
Manage Targets changes
8 Years Ago
Fixed motion vector issues when tssaa is disabled
8 Years Ago
Fixed temporal-aa legacy opengl compilation errors
8 Years Ago
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8 Years Ago
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8 Years Ago
EquipWeaponSelectorSettings always returns true, even if we can't find a weapon
8 Years Ago
checked in the wrong file with last checkin:( dynamically set navmeshagent stopping distance
8 Years Ago
dynamically set navmesagent stopping distance
8 Years Ago
Raknet test Timewarning - do nothing when not enabled at all in release builds
8 Years Ago
Fixed BehaviourChain.ContainsActionOfType not doing what it should FollowTargetSettings Ends and Stops Navigation instead of setting destination to our position
8 Years Ago
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8 Years Ago
Items fix
8 Years Ago
$BLACKBOARD_COMBAT_ABILITY$ Behaviour description variable
8 Years Ago
If we try to equip an item that's already held, we just set the active combat ability of our combat component to the first ability of that item.
8 Years Ago
hungry and starving vox edits
8 Years Ago
After we pick up something, let's automatically equip it.
8 Years Ago
Let right hand stow and equip, just like the left hand. Not everything is a bow.
8 Years Ago
this[] and FA.Count pattern in Items Added DebugTools Item listing
8 Years Ago
Moved raknet to its own dll Updated native libraries Cache BaseEntity.ToString()
8 Years Ago
starving male vox shortened
8 Years Ago
shivering male vox shortened
8 Years Ago
Comments
8 Years Ago
Added Items+Callbacks partial Added UnitInteractionsState StateMachineBehaviour for better Items related animation event handling
8 Years Ago
Updated beep - some steam integration added
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8 Years Ago
Automated Windows Build
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8 Years Ago
Automated Linux Build
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8 Years Ago
Automated OSX Build
8 Years Ago
Networking optimizations
8 Years Ago
Unity 5.4.0b25 (to see if it fixes build server crashing)
8 Years Ago
Renamed VitalTypes.CurrentSpeed to DesiredSpeed
8 Years Ago
vm crossbow updates
8 Years Ago
Prefab name lookup optimization
8 Years Ago
deleted commented segment
8 Years Ago
added events to switch items between L R back
8 Years Ago
Fixed some bugs in how equip and stow was gating callbacks on wrong conditions Didn't cleaning up event data for equip and stow.
8 Years Ago
changed movement to idle blend from speed which is NavMeshAgent.speed (Maximum movement speed when following a path) to animatorSpeed which is Unit.Navigation.NavMeshAgent.velocity.magnitude (the current velocity)