201,974 Commits over 4,171 Days - 2.02cph!

8 Years Ago
Tree component adds all dispensed items + trunk to the fell-er's knowledge Take from dispenser also adds dispensed items directly to knowledge
8 Years Ago
5 seconds wait after chopping tree
8 Years Ago
Getting target for a behaviour now uses Blackboard.GetEntity (fixed reading from Stockpile key as target not working correctly). Woodcutting AI now chooses the stockpile first. Stonecutting AI WIP. Sticks and stones no longer require a role to be deposited to their stockpiles.
8 Years Ago
Made objects scale in item preview (rough implementation), added first pass music controller
8 Years Ago
DispensableWrapper now has a spawn at unit position mode
8 Years Ago
Reinit hightlighter on hover
8 Years Ago
Stonecutter AI which somehow dupes stones infinitely into the stockpile
8 Years Ago
let's used ContainedBy instead of Container
8 Years Ago
ScenarioDefinition ensures that all starting unlocks are present, via OnValidate Progression Designer basics
8 Years Ago
No compiler errors anymore, but still a bit of a mess
8 Years Ago
Fix items getting duplicated when getting picked up from a stockpile and put into a container Fix NRE on stockpile influence debug view
8 Years Ago
Fix reference to MaterialRequirements in Building editor Fix basic shack requiring 40 sticks
8 Years Ago
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8 Years Ago
Merged from main
8 Years Ago
Might be able to get away with a single NetworkUser that can cover both human and AI (bot) players
8 Years Ago
More on AI behaviour
8 Years Ago
Cliff & rock prefabs have extra navmesh modifier component to make sure we're not trying to bake trim meshes Rebaked island01
8 Years Ago
correct buffer size for Panel:GetText when using dynamic alloc
8 Years Ago
Ai behaviour stuff
8 Years Ago
merge from main
8 Years Ago
Merged
8 Years Ago
Added AI prefab Moved pause to gamemode
8 Years Ago
automerge from groups should deal with objects having modifiers now
8 Years Ago
latest
8 Years Ago
fox gloves
8 Years Ago
Removed interaction Ids from unlocks (can still be used to unlock, but not unlockable) Progression designer progress Deleted some old unlocks (rock smash, tree felling)
8 Years Ago
dandelion
8 Years Ago
Hello darkness
8 Years Ago
dandy
8 Years Ago
Added contract in/out animations (not implemented yet) added temp music (missing from other commit)
8 Years Ago
Backup
8 Years Ago
AI can catch player, resets position for now
8 Years Ago
Ai behaviour progress
8 Years Ago
Zoomable progression designer & AI designer
8 Years Ago
vm source updates
8 Years Ago
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8 Years Ago
Misc
8 Years Ago
Fixed node resizing in progression designer
8 Years Ago
AI designer zoom slider
8 Years Ago
_ColorLerp in shader (should be between 0 and 1)
8 Years Ago
fixed incorrect spinner wheel gibs material path import
8 Years Ago
Added ground check
8 Years Ago
Cleanup
8 Years Ago
random number feeding into colour lerp value
8 Years Ago
Upkeep timer is saved / loaded (restores purchased upkeep time when restarting server, makes very little difference though) Upkeep also scales with decay.scale convar (easier testing)
8 Years Ago
removed random spaces I left behind
8 Years Ago
night fog elimination via climate settings
8 Years Ago
Data
8 Years Ago
Optimized TAA fast path in PostProcessLayer.OnPreCull
8 Years Ago
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