201,998 Commits over 4,171 Days - 2.02cph!

9 Years Ago
Fixed collider batching issue
9 Years Ago
Changed some attack stuff to take a game instance reference, not a board
9 Years Ago
Weapon prefab cleanup
9 Years Ago
Ai stop sleeping when being attacked
9 Years Ago
TargetFilter.FindBestItemForBlackboardBuilding uses Item Value for Building Consideration Fixed some building related conditions filtering by state when they should not (was preventing people from building upgrades)
9 Years Ago
FOR FUCK SAKE texture/shader
9 Years Ago
Fixed some merge fixes (cs19123); fixed shader level not working Fixed some cginc and shader outdated from main; touched rust/std
9 Years Ago
Slasher unit setup for testing
9 Years Ago
Weapon prefab cleanup
9 Years Ago
FOR FUCK SAKE zzz shader
9 Years Ago
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9 Years Ago
Ai: don't try to eat alive stuff Ai: fixed not fleeing
9 Years Ago
Increased the movement cost of heigher terrain
9 Years Ago
Prefab update
9 Years Ago
Fixed issues with batched LODs getting randomly stuck
9 Years Ago
Renamed Gunker to Shooter, fixed default squad attempting to have more units than max
9 Years Ago
CodeGen (client compile fix)
9 Years Ago
spear optimisation
9 Years Ago
adding normal/ao/vertexcolour to hex blocks
9 Years Ago
correct settings for world model fbxs
9 Years Ago
wip valid target prediction for movement highlighting
9 Years Ago
new tutorial task SFX test
9 Years Ago
Updated car rig - save params, new drift mechanic
9 Years Ago
BaseEntity.Query (boilerplate for octree entity lookup) Ai fears player a bit more Ai stops attacking and flees if tired
9 Years Ago
Fixed Senses.CanPereivee IEntity overload not checking that perception data.IsPerceived is true AI decision log/debugger improvements. Can view an ingame overlay for a group of decisions (e.g. target selectors)
9 Years Ago
Pipe variants, prefabs, LOD/COL
9 Years Ago
Bunker room COL/LODs
9 Years Ago
Bunker room glass
9 Years Ago
Bunker room prefab update
9 Years Ago
Added car save data
9 Years Ago
merge from main
9 Years Ago
Save
9 Years Ago
Convars to toggle batching threading
9 Years Ago
Senses now uses AwarenessRadius for the entity perception check.
9 Years Ago
Fixed billboard shadows Fixed ST/foliage deferred transmission
9 Years Ago
Fixed race condition in mesh batch threading
9 Years Ago
Added convars to toggle "immediate invalidate" feature on batching systems
9 Years Ago
Compile fix
9 Years Ago
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9 Years Ago
Automated Linux Build #32
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9 Years Ago
Automated OSX Build #32
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9 Years Ago
Automated Windows Build #32
9 Years Ago
fixed flamethrower going through shopfront shopfront has same health/protection as sheet metal wall small delay with process indicator when both parties have accepted (less jarring)
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9 Years Ago
Automated Linux DS Build #32
9 Years Ago
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9 Years Ago
Automated Linux Build #33
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9 Years Ago
Automated OSX Build #33
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9 Years Ago
Automated Windows Build #33
9 Years Ago
NPCs can open and close doors, although it confuses them greatly. They just love using the doors too much
bot
9 Years Ago
Automated Linux DS Build #33