199,999 Commits over 4,140 Days - 2.01cph!

7 Years Ago
Zombie mode back to normal
7 Years Ago
Zombie mode fix
7 Years Ago
7 Years Ago
View punch curves didn't work too well. The curve position decay vs. the time between weapon shots caused issues in particular (e.g. In an extreme example, if minimum time between shots was > decay time, the curve would never progress). Changed to a simple recoil force value, and made the eye punch target pos increment instead, so multiple shots in quick succession can still boost total recoil.
7 Years Ago
View punch!
7 Years Ago
View punch merge
7 Years Ago
Fix indent
7 Years Ago
Networking issue testing
7 Years Ago
Networking issue testing
7 Years Ago
Networking issue testing
7 Years Ago
Revert testing
7 Years Ago
Remove zombie looper from playable chars
7 Years Ago
Removing the zombie looper for now as it's bugged. Have added a TODO to put it back later.
7 Years Ago
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7 Years Ago
7 Years Ago
approaching player units now shouldn't happen if we already have a combat target
7 Years Ago
block players inputting items into APC crate
7 Years Ago
Eoka desc update Diving suit typo fix Phrases
7 Years Ago
Merge from main
7 Years Ago
Merge from main
7 Years Ago
Merge from building_system_3.2
7 Years Ago
BBQ volume tweaks to prevent clipping through walls
7 Years Ago
Combat log is delayed by 10 seconds (combatlogdelay convar)
7 Years Ago
High external walls and gates decay much faster when placed outside of TC range
7 Years Ago
Fixed issue with vm rock idle popping
7 Years Ago
Fixed bug with camera rotation not being correctly disabled when entering squad editor UI with mouse and re-enabling when exiting the UI with mouse
7 Years Ago
Don't strip child objects when tagged as "persist" Fixed spinner wheel placement NRE (in editor?)
7 Years Ago
bunch of squad editor UI fixes/nre
7 Years Ago
more fixes
7 Years Ago
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7 Years Ago
EntityManager upate cleanup
7 Years Ago
Removed old tick routine
7 Years Ago
More lenient facing target condition
7 Years Ago
More EntityManager tick cleanup, budget config etc Added RaidSpawnPoint component for animal raids to use instead of random flakeyness
7 Years Ago
wip rework of the my next match panel for post match stage
7 Years Ago
Stationary scientists also have interest points to look at when idle. Improved interest point usage when patrolling a route.
7 Years Ago
Scene2Prefab
7 Years Ago
Hostility check now checks if the other unit is attacking a member of our group
7 Years Ago
IsPlayerControlled condition and added this condition to the target filter for attacking player units.
7 Years Ago
Added AIModule flag "Always Evaluate" that defaults to false. By default Agent will not score modules while a behaviour is active on the parent slot, unless this flag is set
7 Years Ago
Made UIWidget cache components after init instead of awake. This fixes widgets not caching child element components that are created during init
7 Years Ago
Updated Hapis spawns to include divesites
7 Years Ago
More UI caching improvements
7 Years Ago
Made compound emergency stairs wide to prevent the player from getting stuck
7 Years Ago
More UI optimsation
7 Years Ago
Raid spawn points on island 1 Flagged collaborations module to always evaluate
7 Years Ago
First pass on cover points for Compound.
7 Years Ago
Scene2Prefab
7 Years Ago
stopping buildings release server as we're only using debug atm
7 Years Ago
backing up source files