244,328 Commits over 3,898 Days - 2.61cph!

9 Years Ago
- Slightly increased size of turrets - Patchers now move fast, turn faster and retreat further to evade player
9 Years Ago
Community boilerplate
9 Years Ago
Initial commit
9 Years Ago
Updated OSX build
9 Years Ago
- Fix for Patcher behaviour because animator wasn't found
9 Years Ago
Root dir
9 Years Ago
Fixed return to front end
9 Years Ago
- Area1 changes from yesterday?
bot
9 Years Ago
Linux Build
bot
9 Years Ago
Windows Build
9 Years Ago
Fixing PVT crash in higher resolutions
9 Years Ago
Removed old UI
9 Years Ago
Nametags
9 Years Ago
Fixed rotation option being disabled
9 Years Ago
merge from main
9 Years Ago
Fixed fire spreading and made it spread less based on generation bow can take multiple ammo types added HV bow ammo added 12 gauge shotgun slug incendiary now rocket moves slower than basic rocket
9 Years Ago
Don't draw the displacement
9 Years Ago
Tiny AO tweak.
9 Years Ago
Tweaks
9 Years Ago
merge from main
9 Years Ago
removed log calls etc
9 Years Ago
Removed PlayerBuildingControls from Player prefab. Skeleton of PlayerController+Building partial added Renamed PlayerCameraControls to PlayerCamera Ported interior/exterior transition stuff out of Player and into PlayerCamera General refactor/cleanup of Player
9 Years Ago
FoliageDisplacement boilerplate
9 Years Ago
Lion-El run anims
9 Years Ago
Human views no longer flagged to apply root motion (caused weird offsets) Hide human mouth plane
9 Years Ago
HarvestResource cleanup Fixed weird ActionChain override bug (it wasnt null like it should've been) Added GoToSmartObject Action. Currently the first tick fires the invoke and we wait for a OnDestinationReached Callback before calling on_action_done_callback, still actions don't seem to stop ticking.
9 Years Ago
improved the movement animations for the stag and the wolf
9 Years Ago
Let's try not having 5000 audio sources in the camera prefab, see if that works
9 Years Ago
"Fixing" some NREs in ActionChain
9 Years Ago
Added ItemSettings / Item / IItem Reworking ResourceSettings / Resource SmartObject reference now passed through ActionChain CreateAction and so forth Re-wrote HarvestResource Updated Before Editor tabs for Action and Resource Fixed SmartObject Init setting incorrect subscriber count Fixed SmartObject incentives list not being initialized Fixed BeforeEditor CreateNewView naming skin transform incorrectly PlayerController now handles smart object interactions in a nice generic way, so right clicking on any ISelectable with an SO component will call TrySubscribe for the first Incentive available Deleted some old actions
9 Years Ago
Fixed floating boxes in the airfield hangars Fixed airfield loot crate spawn points
9 Years Ago
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9 Years Ago
Network++
9 Years Ago
Added runway topology
9 Years Ago
Allowed trees to spawn all around monuments if those happen to spawn in forests
9 Years Ago
Refactored some path code Added topology, splat and width to path placement inspector Fixed that roadside decor would spawn next to runways
9 Years Ago
created high poly swamp court rib cage, low poly and unwrapping low poly
9 Years Ago
Removed old menu and prefabs
9 Years Ago
Random collectable stone/ore/wood
9 Years Ago
Updated court select
9 Years Ago
Mo' barrels
9 Years Ago
Added default Unity terrain shader to shader include list
9 Years Ago
Don't mipmap the icons (to stop them going blurry on lower quality modes)
9 Years Ago
Mushroom icon
9 Years Ago
Added metal bars to the inside of the top tier wall
9 Years Ago
Icons
9 Years Ago
Can pick up mushrooms
9 Years Ago
Can pick up mushrooms
9 Years Ago
Tweaked terrain collision trigger gizmos Fixed one tiny area in the Hapis tunnel that was triggerless
9 Years Ago
Can pick up mushrooms Network++