200,020 Commits over 4,140 Days - 2.01cph!

7 Years Ago
more
7 Years Ago
residential buildings COLs scene2prefab
7 Years Ago
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7 Years Ago
wip event triggers to automatically disable the various help prompts when completing the actions
7 Years Ago
Updated various portions of the terrain system plus new foliage system Using Facepunch.UnityEngine
7 Years Ago
more events
7 Years Ago
and more...
7 Years Ago
menu music
7 Years Ago
more
7 Years Ago
Cleanup
7 Years Ago
dont init FoliageGrid in edit mode
7 Years Ago
save
7 Years Ago
more
7 Years Ago
Fixed disabled terrain on island1
7 Years Ago
A potential fix for the spawn issue
7 Years Ago
Undone fix testing something
7 Years Ago
more
7 Years Ago
Fixed terrain painting not updating Island 1 fuckery
7 Years Ago
Added a Targeting States enum to Combat to determine what we want to do about the current target. Removed IsAttacking bool because we already have a States enum with an Attacking state.
7 Years Ago
Added TerrainDecals system for splat tinted and biome/season synced decal management Buildings can now optionally spawn with a dirt decal Building placement guide uses a decal
7 Years Ago
Fixed heightmap NRE
7 Years Ago
merge from main
7 Years Ago
more merging
7 Years Ago
Terrain decal fix
7 Years Ago
Added back the AI for picking up thrown weapons (untested because I need that NRE fix from main)
7 Years Ago
data
7 Years Ago
I love merging from main
7 Years Ago
Fixed missing components on terrains in various scenes More decals bits
7 Years Ago
remove null stats from the Stats component (because they probably got deleted)
7 Years Ago
More decal tweaks
7 Years Ago
progress backup
7 Years Ago
new career saves start with one mod of each type in the mod inventory
7 Years Ago
WIP observing targets coming to an end after a while. Various fixes to combat AI in the aim of getting it functional again.
7 Years Ago
Fixed some effects that still seemed to buff threat instead of bravery. More observing WIP stuff.
7 Years Ago
pass of the default squads for current maps, making them more fun and varied
7 Years Ago
Added SerialziedPropertyEx.SetDefaultValues which does what it says
7 Years Ago
Compound gate and walls first pass
7 Years Ago
Got combat basics working (at least 1v1 on nospawns...)
7 Years Ago
More combat tweaks
7 Years Ago
Add gang members properly
7 Years Ago
Bonus for current target when finding threat
7 Years Ago
Merge from main
7 Years Ago
Terrain decal persistence, improvements
7 Years Ago
AI : Human/FireMaking goal plans all use default curve for their process capacity considerations, which should result in much lower scores when the fire is full
7 Years Ago
fixed DSEs with no conditions in OR mode failing
7 Years Ago
fixed potential for units' threat to be accounted for twice when deciding to fight or flee
7 Years Ago
merge from main
7 Years Ago
Testing another fix
7 Years Ago
Merge from combat revamp branch
7 Years Ago
We have a problem where Gangs deserialize before their members, which means they aren't found when their IDs come though. I started fixing this by making gangs just reference members by ID, and it kinda works, but there end up being too many calls to get the member objects anyway - in effect just moving the problem around. Going to solve it a different way but saving this partial work first.