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

9 Years Ago
Disabled grid gizmos by default, toggle on GridManager + DebugTools settings panel
9 Years Ago
Fixed tooltip title being truncated
9 Years Ago
- Reduced collection/UI range of pickups
9 Years Ago
FOR FUCK SAKE player prefab added smoke !A smokes prefab
9 Years Ago
Tribe creation UI functionality and cleanup Fixed some issues with the Unit.Wearables API Added WhiteCat toolkit
9 Years Ago
- Added SmokeEffect slot to PlayerShip - pickup panels are now a bit smaller
9 Years Ago
- Weapon and ability pickup UI is now only shown for 2 seconds at a time instead of 6
9 Years Ago
almost
9 Years Ago
Harvest test
9 Years Ago
junk
9 Years Ago
Tribe create UI fixes
9 Years Ago
Fixed human damage overlay not working
9 Years Ago
Serverside tree files.
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)