200,673 Commits over 4,171 Days - 2.00cph!

7 Years Ago
Don't strip child objects when tagged as "persist" Fixed spinner wheel placement NRE (in editor?)
7 Years Ago
bunch of squad editor UI fixes/nre
7 Years Ago
more fixes
7 Years Ago
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7 Years Ago
EntityManager upate cleanup
7 Years Ago
Removed old tick routine
7 Years Ago
More lenient facing target condition
7 Years Ago
More EntityManager tick cleanup, budget config etc Added RaidSpawnPoint component for animal raids to use instead of random flakeyness
7 Years Ago
wip rework of the my next match panel for post match stage
7 Years Ago
Stationary scientists also have interest points to look at when idle. Improved interest point usage when patrolling a route.
7 Years Ago
Scene2Prefab
7 Years Ago
Hostility check now checks if the other unit is attacking a member of our group
7 Years Ago
IsPlayerControlled condition and added this condition to the target filter for attacking player units.
7 Years Ago
Added AIModule flag "Always Evaluate" that defaults to false. By default Agent will not score modules while a behaviour is active on the parent slot, unless this flag is set
7 Years Ago
Made UIWidget cache components after init instead of awake. This fixes widgets not caching child element components that are created during init
7 Years Ago
Updated Hapis spawns to include divesites
7 Years Ago
More UI caching improvements
7 Years Ago
Made compound emergency stairs wide to prevent the player from getting stuck
7 Years Ago
More UI optimsation
7 Years Ago
Raid spawn points on island 1 Flagged collaborations module to always evaluate
7 Years Ago
First pass on cover points for Compound.
7 Years Ago
Scene2Prefab
7 Years Ago
stopping buildings release server as we're only using debug atm
7 Years Ago
backing up source files
7 Years Ago
Added terrain margin meshes at the edge of the terrain mesh Valid world bounds also check against terrain margin dimensions
7 Years Ago
Removed some stuff from plugins.
7 Years Ago
coastal ambient sfx
7 Years Ago
silver and gold balancing tweaks from playthroughs
7 Years Ago
Added stuff to plugins project
7 Years Ago
scene
7 Years Ago
Fixed possible monument prefab corruption when rebuilding manifest
7 Years Ago
Converted game mode serialization
7 Years Ago
Ignore nested entities (i.e. entities inside monument prefabs) when calling DoPrepare on prefabs
7 Years Ago
Added WaterCheck + WaterCheckGenerator
7 Years Ago
drowning damage increased gasp sound when taking drown damage updated divesite_a
7 Years Ago
merge from main
7 Years Ago
merge into main
7 Years Ago
Added AI for reacting to being hit from an unknown attacker. Check for Can Use Combat Ability also checks for ammo now. Fixed it being impossible to equip in slots other than RHand.
7 Years Ago
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7 Years Ago
Reacting to unknown attacker set to always evaluate
7 Years Ago
Underwater rock formation test
7 Years Ago
divesite_b
7 Years Ago
Added OverrideEverything bool for GoalPlans to always interrupt the current GPV. Targeting AI to high priority DM.
7 Years Ago
divesites have a floating buoy marking their position
7 Years Ago
Aggro logic improvements for Scientists.
7 Years Ago
More UI optimisation Fixed role assignment UI
7 Years Ago
compile fixes additional divesites
7 Years Ago
dive site loot balance 1/2
7 Years Ago
More work on AI for Compound (seek cover, peacekeeping vs fleeing, etc).
7 Years Ago
Scene2Prefab