255,019 Commits over 3,990 Days - 2.66cph!

9 Years Ago
Added altitude map
9 Years Ago
- TileSetSkin now has a UseTikeSetSkins bool which can be used to toggle - Disabled TSS for Factory1
9 Years Ago
OnAnimationFxEvent cleanup SmartObject test toplogy, also a lake
9 Years Ago
Updated truck def Can now set def on in game truck
9 Years Ago
- Shop flow/room/tileset setup for shop in factory (test) (shop not open yet)
9 Years Ago
renamed boar sfx
9 Years Ago
boar squeal added to anim
9 Years Ago
Added fishing spots to the temperate biome spawn table, fixed the spawn population data Player camera can no longer go underwater Water bodies have colliders
9 Years Ago
vm source updates
9 Years Ago
Crafting Desires now correctly transfer player created status to Find Desires
9 Years Ago
9 Years Ago
bear sfx added
9 Years Ago
Fixed situation where projectiles could break on the server when destroying an entity (even if some penetration power was left)
9 Years Ago
Removed bad editor tag in combat
9 Years Ago
set idle blend to happen when animatorSpeed is 0.1 instead of 0 as its clamped to 0.1 in code
9 Years Ago
movement blend trees improved
9 Years Ago
moved fx to prefabs
9 Years Ago
- Merged savegame + upgrade branch to main
9 Years Ago
Merged from main
9 Years Ago
Moved condition logs to warnings
9 Years Ago
Fixed logging spam for some conditions
9 Years Ago
ConditionSettings.Evaluate logs use type name
9 Years Ago
removed events in lieu of a fix as it was spamming the console despite not doing it for me when I tested before checkin a few mins ago
9 Years Ago
Condition Evaluate methods no longer abstract, warnings logged when we call the base method unintentionally...
9 Years Ago
Forgot the scene.
9 Years Ago
randomised fish jump timing and setup effects to spawn via events on the animation
9 Years Ago
- More
9 Years Ago
[SC] Added stat mod queue and processing, stat mods can now be scheduled.
9 Years Ago
Merge from main.
9 Years Ago
IsInTerritory now uses grid
9 Years Ago
Merge fix
9 Years Ago
Groups now have a territory grid, and buildings have been set to influence that
9 Years Ago
Left a TODO in IsInTerritoryConditionSettings.cs
9 Years Ago
Groups created from wrapper data, numerous refactors and fuckery
9 Years Ago
Fixed XP NRE in editor
9 Years Ago
Moved PlacementMask/Check params out of SpawnHandler and into SpawnPopulationSettings
9 Years Ago
name change sfx
9 Years Ago
Nuked GroupMember Group is now in BaseEntity and has been merged with OwnerGroup
9 Years Ago
tool build success sfx added
9 Years Ago
- Upgrade cost is now red if player can't afford - Upgrade panels are now clickable instead of debug space bar to upgrade - Upgrading now checks for and takes cash
9 Years Ago
Fixed typo in BuildingSettingsEditor Added two animal den buildings Replaced all animal dens in island01, set up spawners to use them InfluenceData.Contribution has the Range field attribute Removed building completion actvity generation from Building, into PlayerController
9 Years Ago
more crafting sfx fiddles
9 Years Ago
Grass grid (top priority shit right there) Buildings should now be able to contribute to their group's influence map.
9 Years Ago
craft sfx changes
9 Years Ago
UnitSpawner can optionally define a "base" Building to spawn with and pick a pre-existing BuildingView from the scene
9 Years Ago
grenade attach & drop vm anims, controller updates
9 Years Ago
Added Traits display and add/remove to DebugTools Tribe creation environment moved to it's own scene Fixed a bunch of crap in tribe creation related to wearables Fixed NRE in Unit.Wearables.IsWearingOfType
9 Years Ago
added fish spawner to island 0001 (appears underwater for now) and to greenbox(appears on the grass) missing file from last checkin
9 Years Ago
FOR FUCK SAKE material...maybe....?
9 Years Ago
Added RM209 sub project