255,025 Commits over 3,990 Days - 2.66cph!

7 Years Ago
edits/backup
7 Years Ago
merge from main
7 Years Ago
edits/backup
7 Years Ago
hippo
7 Years Ago
Merge from main
7 Years Ago
fixed issue with pickaxe attack hit anim
7 Years Ago
fixed clipping on big cleaver, longsword and mace attack at 85 fov
7 Years Ago
Units dropped by the player to remove from the Squad now explode
7 Years Ago
Added standalone guard around steamworks api usage
7 Years Ago
Moved hijack button Added player name and recording date to replay playback
7 Years Ago
Cherry picked foundation shadow mesh fix
7 Years Ago
Foundation floor shadow fix
7 Years Ago
Reworked exit handling in squad editor. Hid the exit button, pressing escape at the map panel exits sqad editor, hitting escape when editing a squad shows the map panel
7 Years Ago
tweaks
7 Years Ago
Progress bar now auto-hides if the player doesn't move the mouse for a while Fixed leaderboard entry selection showing when not in focus
7 Years Ago
cliff_01, cliff_01b models/prefabs
7 Years Ago
Reworked the way Squad saving is handled. Removed the Save button, squads are now auto saved when changing maps or exiting. Invalid/incomplete squads trigger a warning display and block exit
7 Years Ago
Enabled grass shadow casting by default (gfx menu toggle soon) Added custom shadow path to foliage shader Added foliage shader ability to override shadow bias, shadow intensity and shadow alpha LOD bias Tweaked overgrowth material
7 Years Ago
Fixed debug rendering Model multiple mesh fixes Bsp loading fixes Bsp UV's Material loading
7 Years Ago
Started work on performance improvements for large struct arrays Added verification that struct values are correct to performance test Struct arrays are now block copied if the struct type is unchanged
7 Years Ago
Squad editor buttons
7 Years Ago
Merge from main
7 Years Ago
Removed mesh collider from tile highlights
7 Years Ago
Ice lake backup
7 Years Ago
Fixed crash issues with vehicle radars
7 Years Ago
Only highlight friendly unit tile selection highlighters
7 Years Ago
SquadDatabase now deletes any previous version, player-made squads at startup Made new squads using the new units for next playtest SquadVersion++
7 Years Ago
More stuff
7 Years Ago
removed the mouse input option
7 Years Ago
squad editor unit list now defaults to the grid view again, now we have more units. disabled the map type / unit type category selections
7 Years Ago
Smelting has a success chance. Smelting stats for the different ores. Coal fueled blast furnace for higher end smelting (hotter temperature) Fuel fixes.
7 Years Ago
hippo + human looking around anims
7 Years Ago
Suppressed leaderboard in editor again Some cleanup, more animation physics
7 Years Ago
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
7 Years Ago
unsaved changes
7 Years Ago
More item placement stuff, reverted to command generation method that I accidentally broke earlier Some more trap logic Added an IsPlaced field to Item so we can tell if an item is placed (not carried, but also not dropped)
7 Years Ago
Added IsAlly. Technically this one could be CharacterServer only, but it doesn't need to be (the data is available on all).
7 Years Ago
Add StartingHealth
7 Years Ago
Add CharacterRole
7 Years Ago
Working on character refactor idea
7 Years Ago
More item placement stuff (chalk material, colour changes, better cancel placement)
7 Years Ago
Too many classes. Trying something else.
7 Years Ago
Hooked up physical animation on weapon impacts Looks a little janky right now Fixed AI Character health bars persisting after a unit died Was visible if they fell off the edge of the level
7 Years Ago
Face smoothing
7 Years Ago
Working on a glorious (or equally likely terrible) new character refactor that will unify the network types and bring balance to the force.
7 Years Ago
Some WIP carryable torch stuff
7 Years Ago
Basic first pass on better item placement logic
7 Years Ago
can look around on mountable with clamped angles
7 Years Ago
few more bugs
7 Years Ago
some more jump stuff and modifications to some modules to account for new jump