200,687 Commits over 4,171 Days - 2.00cph!

10 Years Ago
Made Unit+Family.CreatePregnancy less sexist Delete some old / unused and placeholder assets
10 Years Ago
- blocked empty feedback
10 Years Ago
- blocked empty feedback reports
10 Years Ago
Buffer decision log elements to avoid repaint errors
10 Years Ago
Added EnumArrays static utility class for better enum value caching
10 Years Ago
Asset save
10 Years Ago
Enabled Mavis from frontend Replaced config
10 Years Ago
Updated deuce - extra playable character
10 Years Ago
Fixed food types on items, condition fixes
10 Years Ago
BreedingGroup will now stear its members to a breeding ground position, and once both have arrived there, they make babies! (untested due to some weird IsAdult == false condition failure... so committing to branch)
10 Years Ago
FOR FUCK SAKE adding muzzleflare to weapon_starter
10 Years Ago
- Lowered health values - Doubled spawn budgets - Made glue projectiles faster - Patchers now shoot faster and with an increased angle offset range
10 Years Ago
DM logger tweaks
10 Years Ago
Southern sector.
10 Years Ago
Missed files.
10 Years Ago
Merge from goal based breeding group
10 Years Ago
Fixed NRE in Item init (which was causing male humans to init improperly)
10 Years Ago
IsAdult condition fix
10 Years Ago
Asset save
10 Years Ago
Pre-merge.
10 Years Ago
part 2
10 Years Ago
Merge from main.
10 Years Ago
* Fixed a multiplayer crash issue with combine auto cannon on ep2_outland_09 * Limited engine.LightStyle to values that do not crash the game ( 0-63 )
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10 Years Ago
Automated Linux Build #177
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10 Years Ago
Automated OSX Build #177
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10 Years Ago
Automated Windows Build #177
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10 Years Ago
Automated Linux DS Build #177
10 Years Ago
- glue moves faster - turret plasma blasts are larger and decelerate
10 Years Ago
- Increased speed of spikey things - Turret spawn chance increased to 30% from 20% - Couple of shockbeam optimisations - Rebuilt factory tileset
10 Years Ago
- Enemy shield ability max duration timer from 3 to 2 seconds - Another shockbeam fix
10 Years Ago
IsSameGender condition fix
10 Years Ago
Replaced IsRelated, SameSpecies, SameGender, SameAge conditions with single UnitComparison condition with a swtich in settings
10 Years Ago
FOR FUCK SAKE weapon FX !A weapon prefab scene (forgot from previous commit)
10 Years Ago
Decision log score decimal clamping to 4 points All Unit prefabs updated with increased stopping distance for testing Fixed BreedInviation DSE
10 Years Ago
Need to flag when Breeding Grounds are "set" and when they're "reached".
10 Years Ago
Unit+Movement tweak
10 Years Ago
Give breeding group goals a bonus of 100 for testing purposes. Stop listening for position reached once we've gotten there.
10 Years Ago
Merge from physics_updates
10 Years Ago
Fix for RUST-557
10 Years Ago
ProjectVersion
10 Years Ago
- Reduced spawn location density around room entrances in Factory tileset
10 Years Ago
Senses update existing data on perception tick Another tweak to DM logging string output Fixed issue with BehaviourChain completion not resulting in a GVP reset Added Stat editing back into the debug view (only attributes right now) Gating OnUnitReachedDestination invocation in Unit+Movement
10 Years Ago
- Removed town - Mission generation screen is now instant
10 Years Ago
-first attempted implementation of flocks -currently prefab based, can easily be made data driven -basic culling using Culling Groups, seems to be working fine -flocks spawn automatically in biome.temperate, they have their own spawnpopulation. -commented and renamed vars around flocking plugin to make it clearer, changed the way it worked a bit to go with culling. -yamfm
10 Years Ago
Added Validate method to IDataAsset/DataAsset, made DrawErrors a base method in BeforeInspector Added some debug line drawing for selected Unit fleeing behaviour
10 Years Ago
Metas, DrawErrors tweak
10 Years Ago
Can now disable HUD characters on idle
10 Years Ago
Stop g_blurx/g_blury shaders from increasing output brightness ENT:SelectWeightedSequence & Weapon:SendWeaponAnim no longer crash when given invalid acts Calling gui.HideGameUI at the wrong time no longer stops the HUD from rendering
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10 Years Ago
Automated Linux Build #178
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10 Years Ago
Automated OSX Build #178