233,528 Commits over 3,775 Days - 2.58cph!

8 Years Ago
Humans use the other mouth texture, because the DDS file filters poorly from an angle. Unit damage fx files. (WIP)
8 Years Ago
tweaked a bunch of 3rd person animations to show the player pointing his weapon in the actual direction he's facing fixed bow world model orientation and hand placement fixed stupid bug with the eyes looking all fucked up when the player held construction planner
8 Years Ago
More work on getting equipping and stowing ready for prime time, but not quite the yet. These changes breaks main, so pushing to branch.
8 Years Ago
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8 Years Ago
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8 Years Ago
Fix for player panel not removing
8 Years Ago
Tiny optimization to herd average destination used for fleeing.
8 Years Ago
Added some error logs to Fixed Array, like when we try to Add elements when the array is full. Herds were adding target destinations that were NaN and shit, FA debug logging unweiled it, now "fixed".
8 Years Ago
Tut widget stuff
8 Years Ago
Untitled Game update.
8 Years Ago
Disabled sharpen on taa; already doing it later down the pipe Replaced anti-aliasing toggle option with dropdown: off, fxaa, smaa, txaa (needs backend/convar work) Modified dropdown code to allow setting image color on dropdown option (off=dark)
8 Years Ago
Fixed lit alpha blended shader paths Button sounds on various UI widgets
8 Years Ago
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8 Years Ago
Door update
8 Years Ago
latest art
8 Years Ago
Buffer UnitFilterSourceArray in UDM
8 Years Ago
deer alert less frantic and loops bear alert is the sniffing air one
8 Years Ago
#ifs
8 Years Ago
modified door UVS
8 Years Ago
Fixed possible NRE's in LifeInfographic
8 Years Ago
Probably fixed loot sometimes opening with the wrong panel
8 Years Ago
AI module GoalPlan break conditions use blackboard mode
8 Years Ago
Fixed taa component position
8 Years Ago
Fixed some actions that store state not correctly calling their end impl on break Unit.Items drop/remove handling and Dispenser "pop" both parent items to their parent zone's item container
8 Years Ago
Mixed in unity-std temporal anti-aliasing; has proper tonemap+reverse => filters bloom flicker; kept best of both Better integration with native motion vectors Added FXAA as an option for low end
8 Years Ago
Senses perceived/surrounding/known units refactor.
8 Years Ago
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8 Years Ago
Client optimizations
8 Years Ago
Deleted Un-used GroupCanFindUnitCondition, and code from Knowledge
8 Years Ago
Merge from main
8 Years Ago
Added truck colours Increased mission radius marker
8 Years Ago
rabbit eating & alert state
8 Years Ago
Latest Beep
8 Years Ago
Tutorial sub-task animation tweaks, play sound on complete (placeholder pop) Building AI Module weight tweaks
8 Years Ago
Xp garbage
8 Years Ago
Equip Carried Item Action Stow Equipped Item Action Pick Up and Equip Pick Up And Stow
8 Years Ago
texture updates
8 Years Ago
Latest Natives
8 Years Ago
Is Holding Item Condition Is Holding Anything Is Holding Weapon Equip Carried Item Action Stow Equipped Item Action
8 Years Ago
Reduced glove and boot bullet and melee protection by 50%
8 Years Ago
Moved all third party stuff into Standard Assets in hope of speeding up compile times a bit Deleted SEGI and Water2
8 Years Ago
Merge from main
8 Years Ago
Fixed Note NRE
bot
8 Years Ago
Automated Windows Build
bot
8 Years Ago
Automated Linux Build
bot
8 Years Ago
Automated OSX Build
8 Years Ago
Net_Close crashes
8 Years Ago
XP saving uses protobuffers, no garbage XP databases will be converted on first run
8 Years Ago
TargetIsInRangeConditionSettings modes Combat AI data pass
8 Years Ago
CookCorpse only accepts skinned corpses, doesn't force state Corpse decay improvements/consistency Added SetCorpseState Acton, added to Skin Corpse Interaction IsPerceivedByTargetConditionSettings Modes