248,621 Commits over 3,928 Days - 2.64cph!

10 Years Ago
protocol++
10 Years Ago
WIP
10 Years Ago
radtown wip
10 Years Ago
Radtown materials.
10 Years Ago
giddyup - merged research table into main
10 Years Ago
merge from main
10 Years Ago
re-added merge stuff finalized first pass of research table
10 Years Ago
fixed the horse LOD tweaked some animations on the horse
10 Years Ago
radtown wip
10 Years Ago
merge from main
10 Years Ago
Map tweaks
10 Years Ago
phrases
10 Years Ago
drop tables for research table
10 Years Ago
Fixed drag and drop out of inventory Fixed accidentally dropping items in the lines between the slots in inventory
10 Years Ago
Bunch of bugfixes for research table greyout locked slots
10 Years Ago
Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)
10 Years Ago
Temporary black sun fix
10 Years Ago
Disabled checksum disconnect until next month
10 Years Ago
Halving tree count (Speedtrees in Unity aren't speedy at all) Reducing animal count Tweak Menu timings - time layers
10 Years Ago
Merge from main
10 Years Ago
Radtowns wip
10 Years Ago
Meta
10 Years Ago
Moving all Unit settings, prefab and view assets into Resources/Units
10 Years Ago
- NameGenerator cleanup - Added Human:Unit class holding HumanInfo for name and other textual data - Added some delegates for singular unit selection to help with UI widget display - Cleaned up Tribe and added generated unit name assignment - TOD Tweaks
10 Years Ago
Better heightmap distortion
10 Years Ago
Radtown backup
10 Years Ago
Fixed pseudo procedural erosion not being applied properly
10 Years Ago
Rivers and lake are actual water.
10 Years Ago
Goosey has been committing to the wrong branch :S
10 Years Ago
Faster billboard rendering. Rivers flow down instead of up. Scene stuff.
10 Years Ago
view model SMG animations setup the SMG mecanim controller
10 Years Ago
merge from main
10 Years Ago
Tweaks menu - timings boilerplate
10 Years Ago
Mavis lose anim
10 Years Ago
Smoother cross blending of terrain features, prefab mountains and monument terrain requirements
10 Years Ago
Merge from main
10 Years Ago
- Enemy abilities now support deactivation and duration timers - Enemy shield ability values tweaked
10 Years Ago
added torch animation controllers to swamp court to make lights flicker
10 Years Ago
Disabled overlays (for now)
10 Years Ago
Added UI overlays for end points
10 Years Ago
RPG type 3 fbx + prefab + textures + material + LODs
10 Years Ago
textured and exported fish skull to swamp court env, set up material.
10 Years Ago
- Added EnemyAbilityManager as a central point for granting abilities, to move away from enemy prefabs controlling which abilities enemies can have - Reworked some enemy ability scripts to use new system and deleted some old unused ones - Added AbilityPicker script as a starting point for enemy ability assignment - WIP shield enemy ability (all booze burners get it at the moment, and it doesn't turn off again yet)
10 Years Ago
- NameGenerator improvements. All names are unisex for now.
10 Years Ago
- Skill points are now awarded from level 2 onwards intead of 1
10 Years Ago
- Added targetted enemy health/name bar to top of gameplay UI - Made targetFinder component - Gave enemy prefabs real Name values
10 Years Ago
Further work on Frontend UI
10 Years Ago
Merge from main
10 Years Ago
Huge UI performance increase Added eraser to map Map drawing always enabled, pan around with right mouse button Made console history culling less terrible
10 Years Ago
- Splitting the Before Editor into partials, added NameGenerator tab - Improved NameGenerator a lot, it's not fucking stupid now :D - Renamed Alert to Notification (PlayerNotifications) - Updated GSD