248,545 Commits over 3,928 Days - 2.64cph!

10 Years Ago
- Pressing D-pad Down now brings up the new root UI and activates the first screen, instead of just the character screen - Screens can be scrolled through using LB/RB - Removed the character screen gamestate and replaced it with a generic UI state - Ship controls are now ignored during this new UI state, so the ship doesn't fly around when navigating menus :)
10 Years Ago
- UI screens now share a common base screen class for hiding/showing etc - Started docking UI screens to a parent screen so they can be switched between from parent screen
10 Years Ago
increased bow damage
10 Years Ago
Updating stable branch to latest
10 Years Ago
Don't sign EAC dlls
10 Years Ago
Osx build fix
10 Years Ago
Builder bug fix
10 Years Ago
Rustbuilder 1.4
10 Years Ago
Fixed projectile firing exceptions
10 Years Ago
Fixed wrong shader assigned to testlevel
10 Years Ago
Merging entity refactor to main
10 Years Ago
Updating stable branch to latest
10 Years Ago
Strip comment components out of release builds Fixed shotgun viewmodel casting shadows Fixed viewmodel becoming disembodied Added a bunch of asserts and warnings Network protocol++
10 Years Ago
[zombies] hud shows ammo count
10 Years Ago
- Updated Behave to latest version. - Added external project GameSaveData using protobuf-net for game persistence state definition. - Added external project GameDataSerialization for AOT support (iOS requirement) in game persistence. - Added Persistence Manager and ProtoLoader which sets the base for the persistence system. - Added core persistence states of Manager - Added core persistence states of GameManager. - Added core persistence states of World, WorldZones, WorldWeather and WorldOcean. - Added core persistence states of Zone, ZoneEcology and ZoneSeasons. - Added core persistence states of Group. - Integrated persistence management with the Main Menu. - Disable Load button when save state is not existing. - Fallback to loading back up the Main Menu when loading fails, gracefully. - Added timeout on load of the game world, if the world doesn't get ready within an acceptable time limit (which it always does now on load due to remaining implementation requirements).
10 Years Ago
- Default fly height for floor sections is now 5 - Added another test structure mesh
10 Years Ago
Small fix for projectile weapons not doing proper damage
10 Years Ago
stone spear uses wooden spear as a base
10 Years Ago
[zombies] more HUD work
10 Years Ago
pickaxes work better against stone structures axes work better against wood structures animal fat icon updated Eating a tin can gives you an empty can smelting an empty can gives you metal fragments
10 Years Ago
balance changes for building protection
10 Years Ago
- Yet more graphics menu/options work, they're now saved to disk. Added controller support. Added highlight + arrows. - Instead of wiping entire save game every play (for dev playing), nothing except options are saved to disk now.
10 Years Ago
merge from main
10 Years Ago
condition balance
10 Years Ago
Don't show condition on blueprints
10 Years Ago
Fixed c4 collision layer [editor] Disable collisions between server and client versions of the entity
10 Years Ago
Merge from main
10 Years Ago
Fixed missing collider on blue longsleeve tshirt
10 Years Ago
Fixed selected item info not updating
10 Years Ago
Compile fix
10 Years Ago
Fixed TestLevel splats getting cleared when running the scene
10 Years Ago
- Added a floor Component that can be attached to floor meshes to specify how high above things should fly (component is optional, will default to 20units above floor mesh if not present) - BaseMovement now caches a Floor component if present and uses it's value
10 Years Ago
Map control textures.
10 Years Ago
Fixed computer exploding when dragging stuff into a loot panel
10 Years Ago
Updated prefabs for multi-topologies
10 Years Ago
adding horse model
10 Years Ago
Added back input boxes for splat names to terrain atlas set inspector.
10 Years Ago
Changed atlas sets to 9 splats again
10 Years Ago
Merged from main
10 Years Ago
Fixed missing prefab reference in metal frame building scene Updated monument scene prefabs
10 Years Ago
Updated all monument scenes to connect to roads Added terrain to various monument scenes (now use auto height modifier and terrain anchor extraction) Added hangar, brick building and metal frame building to monument spawning
10 Years Ago
Updated road costmap generation to correctly deal with multi-topologies
10 Years Ago
Split albedo+smoothness and normal+height into their components; only at Nature/Terrain/Textures for now Nuked normal+height and normal+height_generated textures and TerrainNormalMap processor tool Modified atlas generator to support the extra textures; still backwards compatible Fixed menu scene and related legacy4 (deprecated) shader to look half decent
10 Years Ago
Removed GetGeneralName
10 Years Ago
Made rocks set their topology additively
10 Years Ago
SpawnFilter can now filter for both allowed and required topology types
10 Years Ago
- Updated collision matrix so Floor is ignored by everything
10 Years Ago
- BaseMovement can now be flagged to check for a floor to fly above - Player is now flagged to check for floors by default, all other entities default to false - Updated model impoort processor to automatically setup anything called "floor_collision" as.... floor collision - Added a couple of temporary meshes used for testing multilevel stuff
10 Years Ago
Final stages of Audio refactor.
10 Years Ago
Fixed gathered resource being awarded to the weapon instead of the player