199,683 Commits over 4,140 Days - 2.01cph!

7 Years Ago
Added some really basic lighting to external gang signs
7 Years Ago
merge from main
7 Years Ago
merge from main
7 Years Ago
Target/Contextual role assignment UI boilerplate Building ownership assignment UI improvements
7 Years Ago
Fixed UI icon color
7 Years Ago
Gang map icons always show on map, even when there are no gang members
7 Years Ago
UI
7 Years Ago
rebuild ps4 native DLLs with __declspec (dllexport)
7 Years Ago
UI prefabs
7 Years Ago
Working on sending the gang safe across to the client. Still got an entity init order issue at the moment
7 Years Ago
Parenting the safe to the gang HQ lets things come through in the correct order
7 Years Ago
Modified the old static gang list to work on listen servers with the new networking system. Fixes nav arrows not working in listen mode
7 Years Ago
Got score working again. Moving the angHQ script earlier broke it
7 Years Ago
Doll should be associated with the gang house it's dropped in, not the player's gang who dropped it!
7 Years Ago
Units no longer clear combat target when target is outside of aggro range, only when they can't be perceived (fixes BEF-282). Added option to skip a behaviour chain element if it fails (needs a bit more testing). Target filtering data for cooking on spit.
7 Years Ago
Doll destroy NRE, clearing safes after every round
7 Years Ago
Merge from main
7 Years Ago
Handling dropping carried item on death
7 Years Ago
Nametags for all players Removed old nametags
7 Years Ago
electric wiring modular kit meshes/prefabs
7 Years Ago
Merge from main
7 Years Ago
More cars
7 Years Ago
Cherry picked water3 changesets from bandit_town
7 Years Ago
dirtied up fusebox
7 Years Ago
Added Half Life Source CLASS_ enums
7 Years Ago
Entity.GetInternalVariable now supports all field types as GetSaveTable/SetSaveValue does
7 Years Ago
Dredge LODs and vertex color update
7 Years Ago
More UI tweaks, no longer setting time at the start of each round
7 Years Ago
Attempt to optimize navmesh carving with respect to building.
7 Years Ago
Fixed NRE when removing comments in the AI Designer. Fixed comment nodes not being removed from the module. Eating on stick AI moved into the Food goal instead of competing with it. Various AI other data tidy up and tweaks.
7 Years Ago
Added a better description etc. for the game mode
7 Years Ago
ui
7 Years Ago
Rework Hapis MT progress
7 Years Ago
Bandit town dredge update
7 Years Ago
Added swamps to procedural map, added ocean
7 Years Ago
Wooden cabin material update
7 Years Ago
Sign lighting edit
7 Years Ago
Don't show nav arrow when close to target (basically when in gang building)
7 Years Ago
Fixed a glitch in ceiling light UVs
7 Years Ago
Cleanup
7 Years Ago
HH mode requires at least two players to start
7 Years Ago
Restore is isRunning console flag
7 Years Ago
Fixed foam computation causing gradient waves in high values; tweaked to roughly match Fixed foam modulated by reflection; white foam is white Foam in rivers now animates with waves Fixed ocean color global shader property not linear Fixed visibility toggle not working on some water bodies Added water body component to generated rivers
7 Years Ago
Moved isrunning check so it actually works
7 Years Ago
IsRunning flag message for clients
7 Years Ago
Minor UI edit. Ready button is a bit bigger ¯\_(ツ)_/¯
7 Years Ago
Ready button edit
7 Years Ago
Now supporting draw results (more than one winner)
7 Years Ago
Let HH start with 1 player. Easier for testing