240,778 Commits over 3,867 Days - 2.59cph!

9 Years Ago
Disabled weather
9 Years Ago
Tweaks
9 Years Ago
Tweaking Unit+Senses raycasts a bit (better masking and layer checks on hit objects) Raycasts can hit triggers now Item now creates a child collider "SO Collider" acting as a Trigger on the SmartObjects layer
9 Years Ago
Items can piggy back onto other items blueprint unlocks Can override clothing skins from item
9 Years Ago
Player model type
9 Years Ago
Fix quarry sounds not fading out when the quarry is deactivated
9 Years Ago
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9 Years Ago
Player Model scene reorganization
9 Years Ago
removed trees from island003, painted some forest topology map areas
9 Years Ago
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9 Years Ago
3rd person animations for 2handed sword
9 Years Ago
Added rocks/bank01 mesh Added some layer culling code for testing Tweaks
9 Years Ago
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9 Years Ago
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9 Years Ago
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9 Years Ago
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9 Years Ago
fixed a bunch of 3rd person animations where the eyes were pointing the wrong way.
9 Years Ago
Species ecology/topology spawn settings tweaks and island001 toplogy updates
9 Years Ago
Elvis rig updates: - Added new mesh & blendshapes - Removed lid bones - Added facial UI - Hooked up blends to controllers - Skinning tweaks
9 Years Ago
SpawnHandler tweaks. Player tribe should always get spawned now. Units will automatically move themselves to a nearby valid navmesh position on init
9 Years Ago
Player Model scene reorganization
9 Years Ago
added glass court to cloud city and set up reflection. added backfacing to court around glass area, tweaked texturing
9 Years Ago
Analytics tweaks
9 Years Ago
Removed some deprecated and very limiting foundation placement checks (now handled by terrain sockets and deploy volumes)
9 Years Ago
Fixed things not spawning in smartobject_test and other small terrain scenes Added ForceDensity bool to SpawnPopulation TerrainWeatherObject finds parent zone more reliably Scenes assets (baked maps etc)
9 Years Ago
Remember position of player's dropped/thrown items and put them back there when picked up
9 Years Ago
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9 Years Ago
-unbroken building. Also new dlls for vs cause vs/unity does that.
9 Years Ago
-crazy maths for arrow trajectory. Arrows do fly nicely to their target at any height tho.
9 Years Ago
resaved unity scene
9 Years Ago
FOR FUCK SAKE force update on deleted and moved asset
9 Years Ago
FOR FUCK SAKE pipes set
9 Years Ago
finished the viewmodel animations for the 2handed sword.
9 Years Ago
Fixed entity network cache not getting invalidated on transform change
9 Years Ago
Tweaks
9 Years Ago
So meta
9 Years Ago
Added Machine EntityComponent and settings, MachineFunction WIP. Minor refactoring and clenaup fof Entity and derived classes, moving functionality around. Cleaned up Action a bit
9 Years Ago
merge from main
bot
9 Years Ago
Linux Build 690
bot
9 Years Ago
LinuxDS Build 704
bot
9 Years Ago
OSX Build 831
bot
9 Years Ago
Windows Build 599
9 Years Ago
Adjusted the "unreasonable position/angle" thing,
9 Years Ago
Fixed missing shoreline wetness in non-pvt terrain shader path; also fixes flashing in low shader LOD
9 Years Ago
BiomeMaterial lib/object/settings tweaks, game runs again.
9 Years Ago
Tree reimport
9 Years Ago
Biom mat library tweaks, and view management fixes. Nuked trees so I can merge from Peturs branch cleanly
9 Years Ago
Updated standard terrain shader for blend masking; added two props for control: blend factor and fallof Removed unnecessary standard shader UI clutter (unused) Updated Terrain material asset
9 Years Ago
rigged up and started animating the viewmodel for a 2handed sword
9 Years Ago
Added EntityView base class Before Editor: Improvements to view creation and management (better prefab creation, storing of asset paths etc)