200,805 Commits over 4,171 Days - 2.01cph!

10 Years Ago
Improved rock weapon. Cleaned unused materials folder.
10 Years Ago
Replaced SetUnitFlag Action with AddUnitFlag/RemoveUnitFlag Added SitDown idle ability, which applies the Resting flag and triggers the Resting Effect Added search and filtering to DecisionLog
10 Years Ago
- New camera shake implementation - Added camera shake to player weapon firing - Replaced old shakes with new shakes everywhere else
10 Years Ago
Fixed CanFindOrCraftToolCondition / IsCarryingRequiredToolCondition being shit
10 Years Ago
Data
10 Years Ago
Exclude pdbs
10 Years Ago
ActionChains call Break if they are empty
10 Years Ago
Personality stat modifiers are created on Unit init Nuked most personality settings, leaving just Defender and Adventurer types with some basic modifiers
10 Years Ago
Item stuff.
10 Years Ago
Fixed issues with Unit init order
10 Years Ago
Idle Ability tweaks Editor GUI skin decision log GPV fix
10 Years Ago
Spear fix.
10 Years Ago
- Repo test
10 Years Ago
- Test 2
10 Years Ago
Fixed bad loop in MachineCanProcessItem Fixed some warnings
10 Years Ago
Spear prefab Nuked old unsused meat prefabs
10 Years Ago
Data changes, should result in less idling and more doing!
10 Years Ago
setup the worldmodel for the semi_auto rifle
10 Years Ago
fixed orientation problems with the wakeup animation
10 Years Ago
Noticed in decision debug log that our Best GPV always scored 0, so went in and fixed that. Now their DecisionScore property will return the correct score.
10 Years Ago
latest
10 Years Ago
- Camera zoom is capped to -250 for M/K
10 Years Ago
humanoid mecanim was doing some horrible stuff to to the rig so updated rig to make it play nicer
10 Years Ago
Serialization depth limit exceeded fixed?
10 Years Ago
changed sleep to use triggerStartSleeping and triggerStopSleeping
10 Years Ago
reenabled grass in the scene
10 Years Ago
- Scaled playership size from 1 to 1.3
10 Years Ago
Changed sleeping bool actions to new trigger names, updated Sleep effect
10 Years Ago
Disable IK look at while its shit
10 Years Ago
Missed a save
10 Years Ago
somehow female had lost controller so rebuilt
10 Years Ago
Moved/renamed construction test assets
10 Years Ago
proper fix for human female this time
10 Years Ago
Nuked old biome Fixed Berry Bush interaction positions distance
10 Years Ago
Toned down the stone material spec/smoothness
10 Years Ago
rig change - latest human rigs to with current game data
10 Years Ago
- Factory1 set to randomise seed again
10 Years Ago
Fixed menu issue on xbox
10 Years Ago
-EntityCondition changes to better filter buildings (failed to do fanciness with a generic type method taking an Enum, tho :/ )
10 Years Ago
Unit movement now uses a callback from the animator state, to allow better control over animation in/out stuff Updated all anim controllers with new "triggerMovement" trigger and UnitMovement behaviour on their Movement state Changes to Unit.TrySetDestination/SetDestination to play nice with the above changes SkyDome cubemap settings improved in prefab/todDefault.xml Added AI toggle to the unit debug view Added example override controller in Units/Animals folder
10 Years Ago
Fixed reflection probes / HUD on xbox
10 Years Ago
..
10 Years Ago
A lorra lorra data changes AI no longer re-enables itself (unit flagging doesnt disable DM anymore, instead we rely on conditions to stop sleeping units making decisions) More unit movement tweaks, feeding angular velocity into the animator, lerping angular speed on the navmesh agent based on current speed
10 Years Ago
Rigidbody on Unit not kinematic
10 Years Ago
Comment out unit angular velocity shit until I have time to make it good
10 Years Ago
Rocks are no longer consumable
10 Years Ago
Added SSAO
10 Years Ago
baked out new lightmaps, re-exported temple stairs with emissive materials fixed
10 Years Ago
PrefabPrepare - check for nulls
10 Years Ago
Cowboy - run east +.meta