255,296 Commits over 3,990 Days - 2.67cph!

10 Years Ago
Schema update
10 Years Ago
aimcone fixes
10 Years Ago
storage containers spew contents when ground is missing
10 Years Ago
Fixed accidental item grant
10 Years Ago
Fixed schema bundles
10 Years Ago
Added building prevent_building colliders to barricades
10 Years Ago
fixed LOD's on ak47
10 Years Ago
bone armor a bit better at protecting against spear attacks can wear bone/wood armor over hide pants
10 Years Ago
tweaks
10 Years Ago
More work on Machines. Added MachineProcessSettings, IMachineProcess and FuelToEffect process type. FuelToEffect takes and produces new VicinityEffect entities. Added IEntityContainer interface to simplify dealing with Entities that can have other Entities deposited or otherwise contained in them
10 Years Ago
wood chestplate uses wood protection (was using wolf, derp)
10 Years Ago
Probably voice chat fix
10 Years Ago
phrases
10 Years Ago
TrackIR bindings now only log errors
10 Years Ago
armor balance
10 Years Ago
Fixed some PlayerInput code being executed for every player (instead of just the local player)
10 Years Ago
temp icons
10 Years Ago
added roadsign kilt added bone jacket & pants added wood jacket & pants protocol++
10 Years Ago
added clouds to art respository, updated max file
10 Years Ago
Added new clouds to cloud city scene with shaders and materials. Changed skybox lighting.
10 Years Ago
Added allmale convar
10 Years Ago
meta files / half res tweak
10 Years Ago
tier 2 furnace brick texture sets
10 Years Ago
prefab update with build volumes and crate spawns
10 Years Ago
Added head tracking to PlayerInput
10 Years Ago
TrackIR bindings
10 Years Ago
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10 Years Ago
Started work on Group+Knowledge and Tribe+Knowledge. Cached a lot of the common Consideration lookups at the Group level. Optimized Value of Harvest Consideration.
10 Years Ago
Fixed issues with SpeciesSettings.GetViewPrefab
10 Years Ago
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10 Years Ago
Maybe forgot to save a thing
10 Years Ago
Tribe/TribeHub refactoring. TribeHub (what shitty name) gets created during Tribe.Initialize(), remains inactive until it is assosciated with a Building. This is done through PlayerController's building placement code at the moment. Buildings can be flagged as "CanAccessTribeHub" in their settings.
10 Years Ago
Lion-El win & lose anims
10 Years Ago
merge from main
10 Years Ago
merge from main/weatherambience
10 Years Ago
Weather based ambience
10 Years Ago
setup the player mecanim for 2handed sword animations added the 2handed sword worldmodel prefab.
10 Years Ago
Added wood armor jacket and pants models, mats, and basic prefabs Added roadsign pants models, mats, and basic prefabs Removed cloth shirt from roadsign armor jacket model
10 Years Ago
More performance tweaks in DM, specifically ValueOfHarvestConsideration caching of smartobjects that have a Building component
10 Years Ago
Boar wip
10 Years Ago
Moved ConsumableEffect class out of ConsumableSettings and ported handling of them to Agent Only SmartObjects with one or more free subscribtions are processed by DecisionMaker Some minor performance optimisation in Building requirement related methods
10 Years Ago
server fix
10 Years Ago
UI Stuff
10 Years Ago
Lion-El lose anim
10 Years Ago
Tweaks
10 Years Ago
Fixed decal shader on DX9
10 Years Ago
Tweaks
10 Years Ago
Fixed water2 screwed up on dx9+nvidia First attempt at fixing water2 center patch frame delay (needs more hw testing)
10 Years Ago
DM and Senses tweaks
10 Years Ago
meg's icons