199,049 Commits over 4,140 Days - 2.00cph!

9 Years Ago
Agent comments re player behaviour additive override
9 Years Ago
Herd animals now form collections if they can't find one to join
9 Years Ago
NavMeshAgent radius now set in data. Base Attack Range cannot be smaller than the NavMeshAgent radius.
9 Years Ago
Build settings
9 Years Ago
Renamed smartobject_test to Testbox Reorganised scenes folders a bit Deleted some old test scenes
9 Years Ago
Spawn population/handler tweaks. FishTest spawner
9 Years Ago
Merge from dungeon_art3 Main camera update (missing Deferred Mesh Decal Renderer) Lighthouse ladder volumes Network++
9 Years Ago
Merge from dungeon_art3 Main camera update (missing Deferred Mesh Decal Renderer) Lighthouse ladder volumes Network++
9 Years Ago
FIlter sets data doesnt use a base type, added dropdown field attributes for data types Commented out combat ability selector debug Added a timestamp to GPV change debug log
9 Years Ago
Scene2Prefab monuments
9 Years Ago
Hopefully fixed units not correctly being removed from the perceived units list
9 Years Ago
Fixed Contains method on grids. aka I'm a complete idiot. Sorry.
9 Years Ago
Removed unnecessary cooldown from Combat
9 Years Ago
fixed players not being able to move after being hit with force push, and turned back on player names
9 Years Ago
Data
9 Years Ago
Effect descriptions only generated on demand Effects data tweaks
9 Years Ago
Apprently argument names fucked the compile
9 Years Ago
Crafting desires should now be fulfilled AND removed when items are succesfully crafted Added new 'Keep' ItemDesireType
9 Years Ago
forgot to update whats new txt file
9 Years Ago
Update 8/26/16
9 Years Ago
Missed a bit
9 Years Ago
ItemDesire fulfillment checks test whether items are unlocked
9 Years Ago
Rebaked smartobject_test navmesh to include some padding around the walls Cleaned up skill usage in Combat+Callbacks, CombatAlgorithms and TakeEffectFromDispenser to fix potential NREs
9 Years Ago
muscleman hair for seb
9 Years Ago
Fixed potential NRE in CraftItemSettings related to Skill usage
9 Years Ago
Fixed missing lighthouse material
9 Years Ago
Deer ragdolls
9 Years Ago
Fixed entity physics toggle failure
9 Years Ago
UnitSpawner "base" building is actually optional
9 Years Ago
pre-merge
9 Years Ago
Added UnitInteractionState behaviour to all relevant states (item switching)
9 Years Ago
Backup
9 Years Ago
Updated lighthouse scene
9 Years Ago
Updated version of lighthouse, mostly done with exterior and wip interiors
9 Years Ago
Effects data stores a list of morphs, rather than just one. Matching morph picked using unit gender + age
9 Years Ago
Catch potential NRE in UnitIsGroupMemberFleeingCondition when a unit does not belong to a Group
9 Years Ago
NRE catches in UnitView Update/LateUpdate
9 Years Ago
Fixed potential NRE in IsCarryingRequiredToolCondition when the player tells an animal to harvest something that requires a tool (only possible in editor and a bit stupid, but hey)
9 Years Ago
added emission textures for simple town buildings. Tweaked TOD settings and camera settings. Added AO to camera. Added lights to street light prefab.
9 Years Ago
AssetDropdown rename / tweaks + comments DataAsset.IComparable
9 Years Ago
Set Human basic attack to use correct skill
9 Years Ago
SkillLevelDefinition IComparable AssetEnumDrawer sorting
9 Years Ago
Progression data tweaks
9 Years Ago
Merged from Socials branch (Breeding).
9 Years Ago
Merged from main.
9 Years Ago
Fixed the statistical model for breeding to take menstruation cycle and chance based on when last the tribe had a female pregnant.
9 Years Ago
missed from last checking, tortoise idle (hasnt really changed)
9 Years Ago
tortoise rename morphs to nutition
9 Years Ago
More Colliders, scene update
9 Years Ago
Weapons data balancing