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134,062 Commits over 4,293 Days - 1.30cph!

1 Year Ago
Halloween dungeon population 1
1 Year Ago
Merge from halloween24
1 Year Ago
Can now collect Scarecrow heads with skinning knife
1 Year Ago
Directional surface stuff WIP
1 Year Ago
test deployable setup
1 Year Ago
merge from Halloween24
1 Year Ago
Enabled halloween event Enabled Scarecrowpopulation Updated collectables Added bone collectable Frank default table craftable Enabled portals
1 Year Ago
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1 Year Ago
- Wolves have a chance to stand their ground and start growling at the first swing, if they do this swing again to make them flee - Make torch swing reactions less delayed - Remove cases where a wolf is quite close to the fire, but just stares without either growling or moving away which looked odd
1 Year Ago
Fix held items on fire like torches, bows and flame throwers not being detected by wolves if the fire moves far from where it was lit
1 Year Ago
Fix fire not being detected sometimes at a specific distance (do not forget about a fire when it leaves out perception range, remember it until it's disappears)
1 Year Ago
Refactor FSM states to return their status, instead of having it being a member field (less error prone and helps states be AI architectures agnostic)
1 Year Ago
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1 Year Ago
backup ram prefab
1 Year Ago
Fix immortal wolves
1 Year Ago
Replaced radiation removal tea with the anti rad tea in the food cache loot table
1 Year Ago
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
1 Year Ago
Don't show NPC vending machine names
1 Year Ago
Merge from main
1 Year Ago
main -> vines
1 Year Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
1 Year Ago
Example rock
1 Year Ago
Template rock
1 Year Ago
Initial work to render a line
1 Year Ago
Dispose of line renderer on destroy
1 Year Ago
- Vine object - Prefab setup
1 Year Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
1 Year Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
1 Year Ago
Change mountable so the player doesnt insta die on dismount
1 Year Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
1 Year Ago
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1 Year Ago
- further cloud density+lighting model experimenting - add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime - clean up
1 Year Ago
Fixed siege tower server collider
1 Year Ago
Ballista gamefeel, placeholder anims
1 Year Ago
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1 Year Ago
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
1 Year Ago
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1 Year Ago
Added ballista spear ammo item + placeholder effect and projectile prefabs
1 Year Ago
siege tower update
1 Year Ago
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
1 Year Ago
Fix wolves not comming to help their allies under some cirumstances
1 Year Ago
Add: Perf Test dud to boot ProcGen map Builds for player and starts switching the world, but I try to set it up incorrectly and still need to build/copy asset bundles. Tests: Confirmed that the player asserts when running the new test
1 Year Ago
exported metal shield world model anims
1 Year Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
1 Year Ago
updated textures
1 Year Ago
Clean: removing unnecessary checks and files Tests: none, trivial changes
1 Year Ago
playerupdate. player animtion controller updated with correct anim clips