199,209 Commits over 4,140 Days - 2.00cph!

8 Years Ago
Chat, people added to suggestions.
8 Years Ago
lod setup
8 Years Ago
Removed some duplicate desire selectors in hunting goal plans
8 Years Ago
examples of possible ways to lod trees, tree_oak_LODTYPE_A and tree_oak_LODTYPE_B
8 Years Ago
example of tree with empty assets setup to position FX
8 Years Ago
Added Tier0, Tier1 and Tier2 topologies Players only spawn on Tier0 beaches Tier0 is always temperate, Tier1 and Tier2 can be arid, temperate or arctic Added Vector2.Rotate extension method
8 Years Ago
Plugins
8 Years Ago
More food/hunting AI work
8 Years Ago
Misc
8 Years Ago
Fixes
8 Years Ago
Hapis BradleyAPC setup Hapis ME monument changes
8 Years Ago
Moved hair prefabs
8 Years Ago
Map changes
8 Years Ago
Clean up
8 Years Ago
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8 Years Ago
WeaponParameters.OnValidate error check for items with combat abilities of type "throw" that do not have the appropriate projectile setting Fixed a bunch of data types not calling base.OnValidateInternal Hand axe is no longer throwable
8 Years Ago
Save
8 Years Ago
Various
8 Years Ago
Collisions now disabled between ALL character types. Vehicles and characters can still collide.
8 Years Ago
Backup
8 Years Ago
more ui rework
8 Years Ago
missing font
8 Years Ago
AI vs cactus fix.
8 Years Ago
Scaled down icesheets to a more realistic size Cleaned up icesheet scenes Made icesheet paths easier to navigate
8 Years Ago
Backup
8 Years Ago
Backup
8 Years Ago
Started a notification manager thing but then decided to do things a different way. Just saving this work
8 Years Ago
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
8 Years Ago
Added terrain filters to icebergs/icesheets to prevent them from spawning on the beaches Some more scene tweaks
8 Years Ago
added stance modifiers, less accurate when standing, even moreso when moving same accuracy as before when crouching added loot tier types to monument info Warehouse tier 0 Gas station tier 0 Lighthouse tier 0 Supermarket tier 0 Harbor tier 0 and 1 Airfield tier 1 Satellite dish tier 1 Dome tier 1 'Radtown 3' tier 1 Trainyard tier 1 Water treatment plant tier 1 Launch site tier 2 military tunnels tier 2 Powerplant tier 2
8 Years Ago
Gang members get a notification when an enemy enters their gang building
8 Years Ago
Rename only
8 Years Ago
candle hat default blueprint metal window bars cheaper to research
8 Years Ago
Added notification when enemy uses gang safe
8 Years Ago
Better gang notifications
8 Years Ago
Stop gang members from getting object highlights on items for OTHER gang's missions
8 Years Ago
First pass on a system to fade objects that are occluding the player's view For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update The fade material is just a transparent standard shader, this could definitely be improved
8 Years Ago
fix option toggle
8 Years Ago
Backup
8 Years Ago
Bradley unstuck
8 Years Ago
Cherry picking jarryds occluded units stuff to a branch
8 Years Ago
Subtracting unit occluder stuff from main
8 Years Ago
map updates
8 Years Ago
Monuments default to "all tiers" on their MonumentInfo component All remaining monuments (like caves) spawn on all tiers
8 Years Ago
Merge from main
8 Years Ago
HtmlPanel, awesomium needs js bindings
8 Years Ago
Entity log clear button, max logs display field
8 Years Ago
Misc
8 Years Ago
Desire removal on GP failure WIP
8 Years Ago
Replaced Unit.Combat debug logs with EntityComponent.Log variants for auto context/entity log support Unit.Combat.TryAttackTarget cleanup