199,490 Commits over 4,140 Days - 2.01cph!

8 Years Ago
Removed gmod datatable
8 Years Ago
Flesh out Scientist HTN a bit more for better plan generation testing.
8 Years Ago
More progress on HTN in Apex.
8 Years Ago
Navigation component clears destinations list when the last is reached
8 Years Ago
Update TTT to its latest version - Fixes 2 DoS exploits
8 Years Ago
Update TTT to its latest version - Fixes 2 DoS exploits
8 Years Ago
TTT: Fixed 2 more exploits
8 Years Ago
TTT: Fixed 2 more exploits
8 Years Ago
Selling drugs as a gang member adds to the profits of the gang.
8 Years Ago
Disabled Dynamic Navmesh in world/ai.prefab. Bootstrap tests whether DynamicNavMesh.Instance.enabled Added a local version of the dynamic navmesh, where each npc update a local navmesh around them as they move around (experiment).
8 Years Ago
deletes and fixes
8 Years Ago
Cleanup & stuff
8 Years Ago
Load balanced the Local Dynamic NavMesh baker, that we can better guide what ms budget they're allowed to spend each frame. Enable/Disable Dynamic NavMesh on bundled/world/ai.prefab now controls whether Local Dynamic NavMesh is used (only if full Dynamic NavMesh is disabled).
8 Years Ago
Various
8 Years Ago
bits
8 Years Ago
Error fixing.
8 Years Ago
Fixed (sort of) "Dimensions of color surface does not match dimensions of depth surface" errors on screen size change.
8 Years Ago
NPC fix. Missing assets.
8 Years Ago
More fixes.
8 Years Ago
Added an alert popup for the UI. Can pass in multiple options with blocks and display a message. Need to add support to show view controllers modally now.
8 Years Ago
Instancing for DrugZone platforms.
8 Years Ago
More prepwork
8 Years Ago
Added an editor preference that exits Play mode in the editor when a compile is detected
8 Years Ago
More stuff.
8 Years Ago
Moved welfare payment messages from InfoMessage to Notification. +material change
8 Years Ago
added a check to GridScoreAtLocation to catch for NaN score results from a grid (need to look into why threat grid is returning a NaN)
8 Years Ago
more building placement work - buildings now rotate on a plane oriented to the surface normal rather than looking at a physics point also fixed being able to place at invalid rotations (again)
8 Years Ago
AI put to full dynamic navmesh mode.
8 Years Ago
Removed strips planner. Removed StagPoint HTN system. General branch cleanup.
8 Years Ago
Let's not forget to commit the deletes...
8 Years Ago
Sell zone info in HUD
8 Years Ago
Set up Think AI to reflect that on main.
8 Years Ago
Some more branch cleanup
8 Years Ago
Merged branch to main (Humanoid Npc Planner). Scientist npc wip, cover system, local dynamic navmesh, htn planner wip.
8 Years Ago
LocalDynamicNavMesh should be server only.
8 Years Ago
Let's encapsulate with UNITY_EDITOR more correctly.
8 Years Ago
fixed building placement physics checkbox not respecting building rotation
8 Years Ago
Fixed unit portrait animators being incorrectly aligned when first opening the unit detail view
8 Years Ago
TTT: Even more fixes
8 Years Ago
TTT: Even more fixes
8 Years Ago
Fixed Delete button in Load Game screen displaying "Save" as it's text instead of "Delete"
8 Years Ago
Fixed back button issue on pause menu
8 Years Ago
Local dynamic navmesh now respect player distance when setting next update interval. If too far away the navmesh isn't updated at all.
8 Years Ago
more
8 Years Ago
Optimization pass - Reducing shader complexity and texture memory consumption on many environment assets LODs
8 Years Ago
more material files
8 Years Ago
more
8 Years Ago
it's nearly working again...
8 Years Ago
map type value is set in it's data file when the map is created
8 Years Ago
changed mapName to mapID (string to int) in ProtoBuf and all references map buttons now grab the map title maps should now load from the provided map id instead of name (can't test this until I update squad loading too)