202,361 Commits over 4,171 Days - 2.02cph!

bot
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
bot
10 Years Ago
Automated Linux Build #178
bot
10 Years Ago
Automated OSX Build #178
bot
10 Years Ago
Automated Windows Build #178
bot
10 Years Ago
Automated Linux DS Build #178
10 Years Ago
- Enemies in an enemy pack now have a spawn chance weighting - Increased ratio of spikey enemies to others - Health tweaks for enemies - Glueblast collider radius tweak - Changed some spawn budgets down by 10
10 Years Ago
Merge from main
10 Years Ago
mammoth fast walk, attack, eat, ouch
10 Years Ago
Base Group stores fixed array of Units Added DM data source switch to BehaviourChainFilter
10 Years Ago
Species dietry data reset
10 Years Ago
Fixed Agent.CompareTo
10 Years Ago
Broke some shit. Looking at shadow optimisation.
10 Years Ago
Misc UI work
10 Years Ago
made it so it eats grass and loops and wolf idle aggressive loops
10 Years Ago
Fixed issue that prevented server savegames from loading in the editor
10 Years Ago
- Reduced duration and cooldown of speed bost - Reduced aggro range - WIP weapon pickups
10 Years Ago
-minor touchups on flock settings
10 Years Ago
- Stopped deadend checks
10 Years Ago
Fixed potential stability refresh close-to-infinite loop when loading old savegames
10 Years Ago
Fixed ExportTerrain window not showing up Added UnitInBehaviourGroup condition
10 Years Ago
Added UI InputController that can use XInput
10 Years Ago
- Weapons can now be picked up and dropped
10 Years Ago
Merge from stability-serialization
10 Years Ago
Context menus no longer remain when their parent is focused Changed scheme of ClientDLL context menus to match DMenu Weapon selection via key bindings should now always work on SWEPs
bot
10 Years Ago
Automated Linux Build #179
bot
10 Years Ago
Automated OSX Build #179
10 Years Ago
- Added ammo types and ammo - Weapons now use ammo - Weapon definitions can set ammo type and ammo cost - Weapons grant ammo of their type when picked up for the first time
10 Years Ago
More attempted fixes for breeding
bot
10 Years Ago
Automated Windows Build #179