254,385 Commits over 3,990 Days - 2.66cph!

9 Years Ago
Scene/prefab save because TOD scattering had a bad sky ref New tribe create UI WIP Human prefab updates
9 Years Ago
Can once again sprint while reloading the crossbow bringing it in line with other projectile weapons
9 Years Ago
Disabled terrain shader uvmix/far-splats unless pvt is enabled Enabled uvmix/far-splats on terrain-blended meshes when pvt is enabled
9 Years Ago
Arid biome colors. Added a headache to myself.
9 Years Ago
pre-biome flip
9 Years Ago
Oops.
9 Years Ago
Fixed AI debugger not working
9 Years Ago
Increased timeout minites to 20
9 Years Ago
Placement FX tweak
9 Years Ago
Shitty building placement FX
9 Years Ago
more arid biome
9 Years Ago
Misc cleanup
9 Years Ago
Weather fx tweaks
9 Years Ago
Unit collections parented to container in zone Visual FX cached in a container transform Added ScreenShake camera effect Numerous other tidying of object parentage Moved Machine VFX and VicinityEffect setup to init, not constructors
9 Years Ago
InfluenceGrid.Reset actually works now
9 Years Ago
Debug Tools Object pre-existing in main scene, stores gradient for IM vis
9 Years Ago
Fixed missing condition in Goto
9 Years Ago
Editor tweak
9 Years Ago
Unit derives from TickableEntity
9 Years Ago
Fixed bug in AI Debugger (top keks) causing NRE when rendering GPV slots EntityManager won't tick until GameManager.GameState == Game
9 Years Ago
Unit/Entity type perception cache in SensesComponentManager
9 Years Ago
Sesnes.IsPerceivable optimisations
9 Years Ago
Entity/EntitySettings to BaseEntity/EntitySettings, base types are abstract EntityComponents that want to execute Unity's Update must impement ITickable, Entity types can derive from TickableEntity Fixed bad property drawer in BuildingSettingsEditor
9 Years Ago
Entity destruction/cleanup gate
9 Years Ago
Cleanup
9 Years Ago
Fixed EntityManager GridManager update routine being broken
9 Years Ago
Group and Social GridUpdateRates overrides
9 Years Ago
EntiySettings.GridUpdateRates Moved grid updates to a tick accumilation setup in EntityManager Added GridManager Add/Remove Gid[IntVector2] overload
9 Years Ago
Begone, params
9 Years Ago
Grid resetting no longer slow as fuck
9 Years Ago
Grid position finding is more accurate now
9 Years Ago
Removed 150 more megs of speedtrees we don't need.
9 Years Ago
Palm trees.
9 Years Ago
How do you like this, silly panda?
9 Years Ago
Couple more influence tweaks
9 Years Ago
Fixed y being used instead of z when setting grid position
9 Years Ago
Influence maps work a bit more now (still not quite there)
9 Years Ago
Deleting more tree stuff.
bot
9 Years Ago
Automated Linux DS Build #408
9 Years Ago
Fixed the merge
bot
9 Years Ago
Automated Windows Build #408
9 Years Ago
started adding influence maps and debug view of them
bot
9 Years Ago
Automated OSX Build #408
bot
9 Years Ago
Automated Linux Build #408
9 Years Ago
Fix use of null m_pVehicle in CFourWheelVehiclePhysics::SetDisableEngine
9 Years Ago
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9 Years Ago
Merged sharpen and vignette into one effect; 30% faster (0.15ms)
9 Years Ago
cactus decor params.
9 Years Ago
Fixed UI errors
9 Years Ago
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