239,555 Commits over 3,837 Days - 2.60cph!

9 Years Ago
Updating greybox meshes to have proper ground UVs
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9 Years Ago
Automated Windows Build #143
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9 Years Ago
Automated OSX Build #143
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9 Years Ago
Automated Linux Build #143
9 Years Ago
Fix!
9 Years Ago
RUST-449 - Fixed broken path to pipe colliders
9 Years Ago
Added interface for concurrent async server content downloads. Currenty used for Workshop content.
9 Years Ago
merge from main
9 Years Ago
backup
9 Years Ago
art/sound files for the m4 viewmodel
9 Years Ago
Edibles
9 Years Ago
FOR FUCK SAKE cleaning useless lightmap snapshot
9 Years Ago
FOR FUCK SAKE Rebuild factory prefab (fix near clip plane proj light error from new unity option)
9 Years Ago
FOR FUCK SAKE town lighting/shadow
9 Years Ago
FOR FUCK SAKE town portal light FOR FUCK SAKE icecave model (mat/collision) FOR FUCK SAKE rebuild asteroid tile set
9 Years Ago
semi auto clipsize changed to 16 bullet speed reduced damage slightly increased (roughly 25 per shot)
9 Years Ago
Goals data
9 Years Ago
semi auto rifle does less damage but bullets move faster player uses updated skeleton, more even damage scalars
9 Years Ago
9 Years Ago
Asset save
9 Years Ago
Machine conditions can check if the required process is running, available Fixed UCFEC not applying entity component filters correctly
9 Years Ago
Semi_Auto Rifle : shortened the blend time between reload --> idle ( fixing the weirdness that occurs when player goes into ADS after reloading)
9 Years Ago
Implemented goosey's silencer model
9 Years Ago
Implemented goosey's holosight model
9 Years Ago
Fixing some condition data brokeny refactor
9 Years Ago
Updated eclipse controller - now lerps colours correctly
9 Years Ago
- Mission definitions can now be marked to not get selected at all - Disabled the alcohol pump mission until it's more fun and outdoor is more filled in (outdoor only mission)
9 Years Ago
Owl - forehand stand update Cowboy - update to death anim WIP Added run east source file Initial smash source
9 Years Ago
Added EntityComponent filtering to EntityCondition Cleaned up Machine/MachineProcess a bit Lots of data changes Fixed bad skin update stuff in BuidingView Goals data
9 Years Ago
- Weapon scriptable object definitions now control which splash damage prefab is used and it's radius and min/max damage - Reward screen item panels now show weapon stats
9 Years Ago
Owl - Updated forehand stand, changed events
9 Years Ago
Fixed issue that could force LOD0 to always be visible
9 Years Ago
- More reward screen work
9 Years Ago
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9 Years Ago
- More reward screen work
9 Years Ago
Connect fix
9 Years Ago
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
9 Years Ago
Some data tweaks to get fire related goals working again
9 Years Ago
Fixed error spam on connect
9 Years Ago
Removed unused params in river shader
9 Years Ago
Fixed seams in foam noise texture More foam options; parity
9 Years Ago
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9 Years Ago
Fixed water foam
9 Years Ago
Agen.AddDesire checks for existing desires (params id comparison)
9 Years Ago
Desires debug display
9 Years Ago
sidewalk textures final road models (still needs a LOD pass) dungeons tweaks/updates for roads
9 Years Ago
DSE runs AddAgentDesires when exiting early due to Condtion eval failure
9 Years Ago
Fixed DecisionContext not reigstering Desire requests properly
9 Years Ago
Bulk action rename Data save Fixed Agents not ticking DM
9 Years Ago
Made Desire system generic, adding params classes for data exposure Added a DesireFilter system used in DesireCondition Exposed DecisionLayer and ConditionType data as readonly fields in Condition & Consideration Editors