255,048 Commits over 3,990 Days - 2.66cph!

8 Years Ago
Refactored relationship calculation to happen once a (in-game) minute, rather than every time the state was requested
8 Years Ago
Updated diplomacy debug panel to work with last commit
8 Years Ago
DiplomaticEvents now store an AssetId to the original DiplomaticEventSettings asset This means we can now recognize multiple events of the same type, current behaviour will just retime the existing event and not stack an event multiple times
8 Years Ago
Tracked down why pausing the client and unpausing after a bit would cause the pool's ItemsInUse to increase massively. It was a bug in the Facepunch.System pool implementation itself, so I've updated the code and created a new DLL, plus submitted a pull request on GitHub with the fix.
8 Years Ago
Pool.cs ItemsInUse fix Bug causes ItemsInUse to report falsely high numbers if too many items are retrieved from the Pool and then freed, hitting hit the upper limit size check. Decrementing ItemsInUse in the upper limit check fixes it to report correctly.
8 Years Ago
Editor icons and fixes
8 Years Ago
Made an activity + diplomatic event for gifting
8 Years Ago
Merged from main
8 Years Ago
Added a Gift component to Items If an item is marked as a Gift, it can be given to an neutral/friendly foreign unit Rock is marked as a gift for testing purposes
8 Years Ago
tweaked octopus tweaked wheel tweaked robot tweaked mine tweaked laser work on moving wall bullets
8 Years Ago
Mouse over description for humans now reflects relationship status DiplomacyRelation now stores whether the two tribes have interacted, mouse over description will still read "A Stranger..." if the two tribes haven't met
8 Years Ago
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8 Years Ago
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8 Years Ago
Various
8 Years Ago
Use a new Sandbox.World instance for every UWorld instance Merge pull request #103 from Facepunch/world Use a new Sandbox.World instance for every UWorld instance
8 Years Ago
Use a new Sandbox.World instance for every UWorld instance
8 Years Ago
updates WIP
8 Years Ago
Male body geo changes
8 Years Ago
Force deactivate progression UI on init
8 Years Ago
Progression UI WIP
8 Years Ago
eoka NRE fix
8 Years Ago
Bullet impact sounds
8 Years Ago
bit more
8 Years Ago
removed ore ddraw tighter hotspot placement on new ores
8 Years Ago
fixed snow sulfur node
8 Years Ago
more refactoring
8 Years Ago
skin approval + icons phrases
8 Years Ago
Ore flare bundle fix
8 Years Ago
Playing shotgun sounds using anim notifies. Added FrameRate to anim import metadata to override frame rate
8 Years Ago
new legs
8 Years Ago
enabled mineral analysis on craters HQM only found in arctic sulfur only found in arid metal only found in temperate increased static quarry stone yield by 4x
8 Years Ago
Final refl shadowing tweak
8 Years Ago
Spawn stuff
8 Years Ago
Various
8 Years Ago
Added missing textures
8 Years Ago
Base skin updates
8 Years Ago
reduced max aimcone on LR300 and mp5 by 90% added learnable recoil patterns to lr300 and mp5
8 Years Ago
All up and running. Can now test and improve properly.
8 Years Ago
still more WIP loadout UI
8 Years Ago
some ai tweaks, loot spawns a little more controlled, new module
8 Years Ago
Actually delete saves for new versions
8 Years Ago
More noob area.
8 Years Ago
Added a 1 seccond wait to the construct interaction
8 Years Ago
Fixed missing rb on human male view prefab
8 Years Ago
UnitViewUtility ensures prefabs have a Rigidbody
8 Years Ago
EntityViewUtility.MakePrefab ensures that the TEntityView component is enabled
8 Years Ago
AddImpulseAtLocation works for articulated entities. Fixed IsSimulatingPhysics not working for skeletal meshes
8 Years Ago
Instantiate ore hotspot flare as effect Only add ore hotspot flare when close (eliminates update overhead in the distance) Enabled entity pooling on ore hotspots Enabled effect pooling on ore hotspot flare
8 Years Ago
baseline
8 Years Ago
Fixed EntityViewUtility.SetupCollider not parenting box collider to the prefab World views assigned for all clothing items which have them