202,430 Commits over 4,171 Days - 2.02cph!

10 Years Ago
Current linker usage ported to StatSimulators, used in Vital and Need, algorithims are stored in StatSimulators Added core stats properties to Agent+Stats for caching
10 Years Ago
- A succesfull roll to drop a Shield now only has 20% chance to actually drop if the player is at full shields. Instead, it has an 80% chance to increase the bonus chance of a shield dropping next time. Basically, less chance of dropping a shield at full shields, bonus chance builds up so there's a higher chance of getting a shield drop when you actually need one. - Reduced all enemy shield drop basic chances from 5% to 2%
10 Years Ago
Vitals run their simulator after creation in StatCollection and set their current value to max.
10 Years Ago
BeholdR on player camera prefab
10 Years Ago
Hunt goal DPL inheritence
10 Years Ago
Fixed bad rotation on player camera prefab (don't let BeholdR move the camera in sync with scene view!)_
10 Years Ago
Moved Vital value initialization to Agent+Stats from StatCollection to ensure that all stat simulators can execute properly
10 Years Ago
- Cappeds shield drop bonus chance to 20%
10 Years Ago
- Moved simplelod
10 Years Ago
Refined more areas.
10 Years Ago
Added new stats : Bravery, Threat (attributes) and Morale (vital) Added some basic Morale adjustment math to Unit+Senses, cleaned up some perception code Added ThreatLevelConsideration which does similar calc to the new code in Senses, scoring target threat level against bravery stats Added SetUnitSpeed Action and UnitMovementSpeeds enum, plus data in Species Physiology params for the different speeds Added Exhausted Effects, triggers when Stamina hits 0 Added RemoveEffect Action Added SpeciesDietTypes and data to species params plus the UnitConditionFilterSet
10 Years Ago
More
10 Years Ago
- Branched for gameobject tests
10 Years Ago
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10 Years Ago
Disabled DPL/DSE inheritance stuff in editor until it can be cleanly rewritten Exposed ScoreForDM flag and considerations in Goal/GoalPlan node view GUIs Fixed potential NRE in BehaviourChain.PickBehaviourTarget
10 Years Ago
- shader tidy
10 Years Ago
- Unfuck
10 Years Ago
backup frames progress
10 Years Ago
all building frame blocks working
10 Years Ago
- Added current room name and level seed to F2 level stats menu
10 Years Ago
building frame blocks icons
10 Years Ago
Reverted GameManager changes that broke all the things Deleted some old un-used/broken test scenes
10 Years Ago
backup
10 Years Ago
FOR FUCK SAKE playership fix minimap layer culling FOR FUCK SAKEtown, adding collision/diplay for minimap
10 Years Ago
merge from main
10 Years Ago
FOR FUCK SAKE town scene !A shop sign
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10 Years Ago
Automated OSX Build
10 Years Ago
Added UnitAges and UnitGenders flagging to Item WearableParameters and ItemSettings.CreateWearable Added island-0004 scene plus Arid biome and terrain config boilerplate Renamed lots of spawn assets (sorry petur) Removed BeholdR from default player cam prefab due to suspected lighting bug
10 Years Ago
FOR FUCK SAKE factory tileset scene FOR FUCK SAKE rebuilt factory prefab
10 Years Ago
Fixed starting position issue
10 Years Ago
Updated FleeFromDanger, now finds a flee destination without using IM Added ThreatLevel to PerceivedUnitData Added GroupClass enum, expoed in GroupSettings and used in the Create method to create Group of the chosen type. Added Herd and Pack Group types
10 Years Ago
* Bumped Steam.inf version * Fixed model indices above 2048 not networking to clients properly
10 Years Ago
Steamworks update
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10 Years Ago
Automated Linux Build #170
10 Years Ago
Missed changes
10 Years Ago
Fixed bug in StatConsiderationSettingsEditor that was causing selected stats to change
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10 Years Ago
Automated OSX Build #170
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10 Years Ago
Automated Windows Build #170
10 Years Ago
Floor frames models, LODs, COLs, Gibs, Prefabs, Icon Prepare Prefabs Manifest
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10 Years Ago
Automated Linux DS Build #170
10 Years Ago
Actually fixed afformentioned editor bug re stat selection Added a temporary hack to Unit sense code that considers a target visible when within a very small distance (currently 4 units) Fixed Unit.SetMovementSpeed not working, now uses a StatModifier created internally
10 Years Ago
Made unit spawning consistent accross the spawer system and debug tools, with proper group inits
10 Years Ago
backfaced and culled a lot of wild west geo, made combined texture map, unwrapped old objects to new map
10 Years Ago
10 Years Ago
Un-idioted the UnitMovement StateMachineBehaviour Made GoToEntity a bit more sensible, removed movement code from AttackEntity action Ported senses gizmo shit back to UnitEditor which is now used for Humans too
10 Years Ago
RustBuilder uses p4
10 Years Ago
- WIP "good room to spawn a speed boost in" finder code
10 Years Ago
Steamworks update (server)
10 Years Ago
Merged with main
10 Years Ago
Cowboy - forehand dive WIP Owl - special move update