200,038 Commits over 4,140 Days - 2.01cph!

7 Years Ago
BaseEntitySettings.IsStatic now exposed to editor Vehicle component boilerplate Added AIActions.SetViewParent with various modes
7 Years Ago
Fixed bad data path for Necessities. Moved all NecessityDefinition to correct folder.
7 Years Ago
Boat shit
7 Years Ago
Fixed renderer states not being nicely cached when we toggle an entity's view
7 Years Ago
Fixed NPC type ScriptableObject, which wasn't updating the asset properly from the custom editor.
7 Years Ago
Make sure meat/skeleton unit meshes are hidden on load if the unit is alive
7 Years Ago
Cache active renderers at the end of UnitView.Setup
7 Years Ago
Fixed BaseEntity.Enabled and IsVisible being set in init, not properly loaded
7 Years Ago
Fixed crafting widget indicator getting stuck in a hidden state
7 Years Ago
Data
7 Years Ago
Working on NPCs and bugs.
7 Years Ago
Fixed server compile
7 Years Ago
NPCs move
7 Years Ago
Clean up errors when in #CLIENT only
7 Years Ago
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7 Years Ago
Fixed inventory UI particles; switched shader to ui-ext/particles/add
7 Years Ago
First pass on StatusEffects framework Effects are defined via a definition file in Resources/StatusEffects/ Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
7 Years Ago
Smooth movement for proxy characters - actually better than the old system.
7 Years Ago
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7 Years Ago
More magic
7 Years Ago
Refactoring weapons backup
7 Years Ago
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing) Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active Enabled poison VitalNote and filled in the text so it reads correctly Status Effects can now apply damage over their duration (standard DamageTypes list implementation) Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
7 Years Ago
merge from main
7 Years Ago
Moving stuff around part 1
7 Years Ago
Part 2
7 Years Ago
Refactoring 1/2
7 Years Ago
2/2
7 Years Ago
Organizing
7 Years Ago
fixed DSE element order in Crafting module
7 Years Ago
This should do.
7 Years Ago
Missing files.
7 Years Ago
Misc cleanup of crafting related code
7 Years Ago
Merge from main.
7 Years Ago
Misc touch-ups and fixes for AI.
7 Years Ago
Added workshop skin download timeout / skip
7 Years Ago
Merged from main
7 Years Ago
Added itemskintimeout convar
7 Years Ago
Another merge
7 Years Ago
Codegen
7 Years Ago
CraftingOrder holds CraftingStation ref, persisted CraftingStation progress, order pool, persistence etc
7 Years Ago
Merged from ai branch
7 Years Ago
Codegen
7 Years Ago
overgrowth materials to core/foliage end
7 Years Ago
reverting 25447 - new forest splat aint working visually
7 Years Ago
Fixed raiding animals not attacking
7 Years Ago
merge from 'naturefoliage to corefoliage'
7 Years Ago
Animals have food AI
7 Years Ago
update amplify shader update WIP logo stuff adding placeholder models
7 Years Ago
merge from main
7 Years Ago
Editor DSENodeData drawing tweaks Animal/Combat/Offensive module tweaks