255,357 Commits over 3,990 Days - 2.67cph!

9 Years Ago
Fixed territorial animals not returning to territory, the dicks Unit UI widgets listen for death and fuck off when they should Fixed DebugTools stats input not correctly calling set methods and thus not invoking stat changed events, wankers Human overlay materials now hooked up to health properly
9 Years Ago
updated child and female view models
9 Years Ago
EntityView intialize
9 Years Ago
Seek Out Attacker blackboard read
9 Years Ago
Fixed unresponsive UI in BehaviourChain element drawers when a nested behaviour editor was expanded
9 Years Ago
overlay mesh to child and female
9 Years Ago
BehaviourElementEditor twaeks
9 Years Ago
Updated human male view Some AIDesignerLayout comments for sebov/ptrefall
9 Years Ago
Reset Unit.Animation params on death, hopefully. HumanView face overlay hookups for damage, and eye shader mood links
9 Years Ago
renamed human_male_damage to human_male_overlay
9 Years Ago
Added rcon.print
9 Years Ago
airfield work backup hangar WIP models
9 Years Ago
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9 Years Ago
Assigned new task complete SFX
9 Years Ago
Added more stats to serverinfo
9 Years Ago
Updated Facepunch.System to latest
9 Years Ago
- Level select screen UI is now dynamic and built from scriptable objects
9 Years Ago
bonus obeys maximum limit
9 Years Ago
Rename file
9 Years Ago
Edit AI modules settings directly in AI Designer without having to inspect the asset in the regular unity inspector
9 Years Ago
Fixed NRE in SQLite Fixed SendMessage being used to call OnAttacked instead of calling directly
9 Years Ago
More memory optimizations
9 Years Ago
tutorial task sfx
9 Years Ago
quality settings.
9 Years Ago
Added "Equip Weapon In Combat" GoalPlan to the Human/Items AI Module
9 Years Ago
Replaced some bools with an enum context setup in BeforeEditor Behaviours can be edited in-line/nested in the AI Designer BehaviourChain view
9 Years Ago
Network allocation tweaks
9 Years Ago
Network allocation tweaks
9 Years Ago
When we equip a weapon, that weapon's first (combat) ability is automatically set as active combat ability in Combat+Callbacks.
9 Years Ago
Merged from Equip and Stow branch.
9 Years Ago
Merged from main.
9 Years Ago
Fixed data parameter id collision between stow equipped item and jog to sneaking range (goal plans). We now use Guid to generate a random number for the next data parameter id (and downgrade that 128bit number to 32bit for now...)
9 Years Ago
Editor code was making the panda sad.
9 Years Ago
Fixed perception range condition
9 Years Ago
BehaviourChainElement generates descriptive text Updated descriptions for many Abilties and Interactions Removed the Breeding module from humans
9 Years Ago
Yet another merge from main
9 Years Ago
Fight Common/Combat/Offensive/Fight Goal having a bad condition
9 Years Ago
We mergeth yeteth again!
9 Years Ago
Fixed Humam/Combat missing blackboard read
9 Years Ago
- Area definitions can now specify the order they're played in - game now actually plays the areas in order, not just the hardcoded one
9 Years Ago
Merged from main.
9 Years Ago
merge from main
9 Years Ago
merge from main
9 Years Ago
Cleanup.
9 Years Ago
Naming scheme.
9 Years Ago
Damage files.
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9 Years Ago
Automated Linux DS Build #381
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9 Years Ago
Automated Windows Build #381
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9 Years Ago
Automated OSX Build #381
9 Years Ago
Small eye tweaks. Reintroduced slightly different spec as a test. Made the blink actually proper instead of upside down.