243,177 Commits over 3,898 Days - 2.60cph!

8 Years Ago
Quick fixed menu UI until we determine that the canvas changes are on purpose Reduced default animal populations
8 Years Ago
Added lots of timewarnings for profiling ideas.
8 Years Ago
added pop in animation placeholder to kill feed entries
8 Years Ago
lasersight world model lod updates
8 Years Ago
holosight worldmodel lod updates
8 Years Ago
Bundle decals properly
8 Years Ago
BinaryHeapPriorityValue replaces LastDecisionScore in the binary heap random selector.
8 Years Ago
path fix
8 Years Ago
Merge from invoke_handler
8 Years Ago
Added Facepunch.UnityEngine for TimeWarning class
8 Years Ago
Fix for NRE when opponent hovers empty tiles
8 Years Ago
Merge from main
8 Years Ago
Small improvement for NPC collider updates.
8 Years Ago
ServerVar is always ServerAdmin = true by default Added ServerUserVar (1:1 replaces [User]) Updated old convars to use new attributes
8 Years Ago
ServerVar is always ServerAdmin = true by default Added ServerUserVar (1:1 replaces [User]) Updated old convars to use new attributes
8 Years Ago
GPV score comparison logging
8 Years Ago
Show invoke handler tasks with "perf 7"
8 Years Ago
Rocket facility site / roof buildings, doors, warehouse interior, windows
8 Years Ago
BoardView now sets tileset render settings
8 Years Ago
render settings tool
8 Years Ago
Fixed machine process being stopped in Tick due to stupid code
8 Years Ago
FuelToEffect.AddItem only adds time to the process EndTime when already running, else we let StartImplementation do the calculation
8 Years Ago
Machine process cleanup
8 Years Ago
BehaviourChainElement handles smartObject unsubscription
8 Years Ago
CancelSmartObjectSubscriptions should be called consistently from BehaviourChain with respect to IsBroken check. Remove dangling CancelSmartObjectSubscriptions from Agent+Behaviour (from past reservation logic).
8 Years Ago
Removed old call to BehaviourChain.CancelSmartObjectSubscriptions
8 Years Ago
Misc
8 Years Ago
BehaviourChain.Break calls CancelSmartObjectSubscriptions before breaking the currently active behaviour
8 Years Ago
GoalPlanVariant.SetActive and BehaviourChain.SetActive both return bool, better handling of failure
8 Years Ago
NRE catch in PlayerProgression.OnUnitGoalChanged
8 Years Ago
Fixed shitty code
8 Years Ago
Replaced BehaviourChain.CurrentElement property with GetCurrentElement method
8 Years Ago
BehaviourChain.SetActive active returns if CreateInteractionBehaviour fails for any reason
8 Years Ago
Colors
8 Years Ago
Added some debug logging for selected unit subscription changes in SmartObject
8 Years Ago
FOR FUCK SAKE removing board
8 Years Ago
Human/Hunting AI module has "Is Sleeping == false" condition Increased momentum drain on idle goal plans
8 Years Ago
FOR FUCK SAKE shaderforge FOR FUCK SAKE tweak temple tile textures
8 Years Ago
Fixed previous commit
8 Years Ago
Improved machine process availability checks (cache dependency state)
8 Years Ago
Fixed MachineProcess.IsAvailable never being set back to true when the items are removed or used
8 Years Ago
Removed useless smartobject subscription cleanup from GoalPlanVariantSlot.TrySetGoalPlanVariant
8 Years Ago
bug fix
8 Years Ago
Using anim hashes on all character anims now.
8 Years Ago
wip tileset changing stuff
8 Years Ago
SmartObject.CanSubscribe no longer checks for existing subscriptions
8 Years Ago
z adjust
8 Years Ago
Merge in door changes
8 Years Ago
Fixed my frozen NPCs bug. Everything looks seamless now
8 Years Ago
Experimenting. This disables animators and some other things on characters outside of the player's view frustum. Has some promising effect in editor but seemingly very little effect in actual builds. Also bugged I think as I've seen NPCs stuck frozen in place.