240,127 Commits over 3,837 Days - 2.61cph!

10 Years Ago
New char02 fbx export to source and art database. Texture compression check. Material tweaks.
zon
10 Years Ago
Merged changes from main.
10 Years Ago
BuildingBlock derives from CombatEntity FixedUpdateEvent has fixed tick time (listen server enhancement) Added a bunch of profiling stuff Split BaseCombatEntity into shared/server/client Moved Healt()/MaxHealth() from BaseEntity BaseResource uses BaseCombatEntity Tweaked entity network update timings BuildingBlock network updates when taking damage BaseCorpse derives from BaseCombatEntity
10 Years Ago
WIP on replay system for effects
10 Years Ago
added detail to court textures
10 Years Ago
Networking woes.
10 Years Ago
Corruption tweaks to make UV fuckups more persistent.
10 Years Ago
Post-build deployment, GUID: 02b7b1b2-9446-4124-a4c3-f4edd71152a6
10 Years Ago
Toolbar is now toggle-able, and is hidden by default in the web player.
10 Years Ago
made light slightly brigher, darkened wood textures slightly (set to grey)
10 Years Ago
Re-implemented clearing the console when right clicking the console toggle button.
zon
10 Years Ago
Started reorganizing animal classes.
10 Years Ago
set court_wear.tga to black (this is the tga that is dynamically changed in code)
10 Years Ago
added new court shader with dirt and metal (clean) varients, with splatmap to blend between the two
10 Years Ago
Checking in wood set pieces and updated prefabs
zon
10 Years Ago
Merged changes from main.
zon
10 Years Ago
Merged hunting wolves from animals branch.
10 Years Ago
Renamed some DamageTypes Fixed animals not bleeding when shot/killed/hit Gave rabbit a skinnedcollider Replaced damageAmount BaseCombatEntity should scale damage properly using its own baseProtection Added Protection to building block grades Disabled damage indicator (temporarily)
10 Years Ago
Removed the need for the temporary "Staged" scene during builds.
10 Years Ago
Merged the Embedded and Standalone scenes into one, toolbar controls are now added programmatically.
zon
10 Years Ago
Curly braces.
10 Years Ago
Fixed not being an admin in editor AI: try not to target clientside entities in editor
10 Years Ago
Tagged skins Fixed bear anim controller error
10 Years Ago
Added ArrayPropertyDrawer base (for properties inside arrays, lets you get array and index) Added ArrayIndexIsEnum to show array index as a enum string instead of a number in inspector Added ArrayIndexIsEnumRanged - as above with min/max Added BoneInfoComponent (todo) Cleaned up SkinnedMeshCollision attributes into GameManifest.MeshColliderInfo Temporarily removed MeshColliderInfo per bone properties MeshColliderInfo has encompassing DamageProtection
10 Years Ago
Merge branch 'master' into ovr
10 Years Ago
Made sure the cabinets in GameTest are using valid games.
10 Years Ago
10 Years Ago
Trunk merge
10 Years Ago
[block_party] spikey block adds spikes to blocks it touches in 2nd phase
10 Years Ago
progress commit
10 Years Ago
New spear sounds and rock sound tweaks
10 Years Ago
Fixed rocks, to be proper with the new standard shader. Water tweaks. Temp scene backup.
10 Years Ago
running attack animations for the chicken / rabbit / stag
10 Years Ago
Sky, lighting and water tweaks. PBR ground texture wip files.
10 Years Ago
[block_party] added graphics for 2 more blocks
zon
10 Years Ago
Updated animal food caloric values from admin site.
zon
10 Years Ago
Moved GiveItem out of BaseEntity.Flags into BaseEntity.
10 Years Ago
Updates
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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
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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
Deployables are now killed when their floor is destroyed FixedUpdateEvent pushes realm properly PrefabPreProcess keeps seperate lists of client/server prefabs PrefabPreProcess creates an instance of prefabs before processing Added RealmedRemove - A PrefabPreProcess that removes gameobjects/components from itself depending on realm Fixed furnace and fire materials being too shiny Fixed NRE in build privliedge
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10 Years Ago
OSX Build
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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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