252,726 Commits over 3,990 Days - 2.64cph!

10 Years Ago
Tweaking Unit+Senses raycasts a bit (better masking and layer checks on hit objects) Raycasts can hit triggers now Item now creates a child collider "SO Collider" acting as a Trigger on the SmartObjects layer
10 Years Ago
Items can piggy back onto other items blueprint unlocks Can override clothing skins from item
10 Years Ago
Player model type
10 Years Ago
Fix quarry sounds not fading out when the quarry is deactivated
10 Years Ago
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10 Years Ago
Player Model scene reorganization
10 Years Ago
removed trees from island003, painted some forest topology map areas
10 Years Ago
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10 Years Ago
3rd person animations for 2handed sword
10 Years Ago
Added rocks/bank01 mesh Added some layer culling code for testing Tweaks
10 Years Ago
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10 Years Ago
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10 Years Ago
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10 Years Ago
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10 Years Ago
fixed a bunch of 3rd person animations where the eyes were pointing the wrong way.
10 Years Ago
Species ecology/topology spawn settings tweaks and island001 toplogy updates
10 Years Ago
Elvis rig updates: - Added new mesh & blendshapes - Removed lid bones - Added facial UI - Hooked up blends to controllers - Skinning tweaks
10 Years Ago
SpawnHandler tweaks. Player tribe should always get spawned now. Units will automatically move themselves to a nearby valid navmesh position on init
10 Years Ago
Player Model scene reorganization
10 Years Ago
added glass court to cloud city and set up reflection. added backfacing to court around glass area, tweaked texturing
10 Years Ago
Analytics tweaks
10 Years Ago
Removed some deprecated and very limiting foundation placement checks (now handled by terrain sockets and deploy volumes)
10 Years Ago
Fixed things not spawning in smartobject_test and other small terrain scenes Added ForceDensity bool to SpawnPopulation TerrainWeatherObject finds parent zone more reliably Scenes assets (baked maps etc)
10 Years Ago
Remember position of player's dropped/thrown items and put them back there when picked up
10 Years Ago
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10 Years Ago
-unbroken building. Also new dlls for vs cause vs/unity does that.
10 Years Ago
-crazy maths for arrow trajectory. Arrows do fly nicely to their target at any height tho.
10 Years Ago
resaved unity scene
10 Years Ago
FOR FUCK SAKE force update on deleted and moved asset
10 Years Ago
FOR FUCK SAKE pipes set
10 Years Ago
finished the viewmodel animations for the 2handed sword.
10 Years Ago
Fixed entity network cache not getting invalidated on transform change
10 Years Ago
Tweaks
10 Years Ago
So meta
10 Years Ago
Added Machine EntityComponent and settings, MachineFunction WIP. Minor refactoring and clenaup fof Entity and derived classes, moving functionality around. Cleaned up Action a bit
10 Years Ago
merge from main
bot
10 Years Ago
Linux Build 690
bot
10 Years Ago
LinuxDS Build 704
bot
10 Years Ago
OSX Build 831
bot
10 Years Ago
Windows Build 599
10 Years Ago
Adjusted the "unreasonable position/angle" thing,
10 Years Ago
Fixed missing shoreline wetness in non-pvt terrain shader path; also fixes flashing in low shader LOD
10 Years Ago
BiomeMaterial lib/object/settings tweaks, game runs again.
10 Years Ago
Tree reimport
10 Years Ago
Biom mat library tweaks, and view management fixes. Nuked trees so I can merge from Peturs branch cleanly
10 Years Ago
Updated standard terrain shader for blend masking; added two props for control: blend factor and fallof Removed unnecessary standard shader UI clutter (unused) Updated Terrain material asset
10 Years Ago
rigged up and started animating the viewmodel for a 2handed sword
10 Years Ago
Added EntityView base class Before Editor: Improvements to view creation and management (better prefab creation, storing of asset paths etc)
10 Years Ago
Added PVT toggle back to UI Tweaks on Performance section; default off until I figure out the anomaly
10 Years Ago
undid, needs work