200,680 Commits over 4,171 Days - 2.00cph!

7 Years Ago
note fixes
7 Years Ago
Revert event serialization in generic spawner.
7 Years Ago
adding late What's new screenshot... tweaked what's new text color (shouldn't triggger the glow value) changed screenshot compression fixed global chat cuttoff text fixed /tweaked various UI stuff
7 Years Ago
More progress on interest points for patrolling scientists.
7 Years Ago
Fixed shitty ping pong behaviour in Human-Cook AI module
7 Years Ago
Progression window cleanup
7 Years Ago
UI Modal state cleanup
7 Years Ago
More UI modal state cleanup
7 Years Ago
Fixed people not dropping other units when reviving them
7 Years Ago
▅▍ ▅▅▅▊ ▇▄▊█▋█▇▉█▇█▉▍▅█ ▌▊▄
7 Years Ago
Fixed settlement creation name input taking non alphanumeric characters and breaking the UI when you tried to use emojis
7 Years Ago
Settlement indicator foldout from icon on click
7 Years Ago
TargetIsWithinAggroRange overload fixes
7 Years Ago
break condition on Approach Player Units Goal plan
7 Years Ago
removed shitty break condition. GetNearestPlayerUnit checks for dead and disabled flags.
7 Years Ago
added single user option for deployables (safezone recyclers etc) auto turrets only hit their desired target (anti grief) players no longer block autoturret line of sight (anti grief)
7 Years Ago
compound interactables only one user
7 Years Ago
Reverting change to ECS tick Senses tweak GetSurroundingEntitiesFromGrid buffers results before testing their perception (easier to debug)
7 Years Ago
added wip hairstyle 06 and updated dyesets
7 Years Ago
Fixes roles assignment UI not showing unit rows
7 Years Ago
added basic divesite scuba gear spawns in tool crates protocol++
7 Years Ago
Switched my singleton classes back to my old system of sub-methods - the WiseGuys-style virtual method override system was too risky in terms of requiring the user to know they had to call base.Method.
7 Years Ago
Weapon inaccuracy + recoil + view punch work.
7 Years Ago
UnitInfoWidget optimisation
7 Years Ago
Player component profiling
7 Years Ago
Entity manager unit view culling and FoW vis routine moved to FixedUpdate, uses non-alloc CalculateFrustumPlanes
7 Years Ago
Fixed null arg
7 Years Ago
Disabled forced agent tick after behaviour execution by default, added option to AI config to enable it
7 Years Ago
Optimised some campfire related target filters to filter by ID
7 Years Ago
TEMP zombie mode change for instant start
7 Years Ago
Another zombie mode mod. Testing to work out a networking issue.
7 Years Ago
Zombie mode back to normal
7 Years Ago
Zombie mode fix
7 Years Ago
7 Years Ago
View punch curves didn't work too well. The curve position decay vs. the time between weapon shots caused issues in particular (e.g. In an extreme example, if minimum time between shots was > decay time, the curve would never progress). Changed to a simple recoil force value, and made the eye punch target pos increment instead, so multiple shots in quick succession can still boost total recoil.
7 Years Ago
View punch!
7 Years Ago
View punch merge
7 Years Ago
Fix indent
7 Years Ago
Networking issue testing
7 Years Ago
Networking issue testing
7 Years Ago
Networking issue testing
7 Years Ago
Revert testing
7 Years Ago
Remove zombie looper from playable chars
7 Years Ago
Removing the zombie looper for now as it's bugged. Have added a TODO to put it back later.
7 Years Ago
▄▆▅█▉▍▍▍▉▄ ▌█▍▉
7 Years Ago
7 Years Ago
approaching player units now shouldn't happen if we already have a combat target
7 Years Ago
block players inputting items into APC crate
7 Years Ago
Eoka desc update Diving suit typo fix Phrases
7 Years Ago
Merge from main