199,327 Commits over 4,140 Days - 2.01cph!

9 Years Ago
HumanView no longer initializes MaterialPropertyBlock fields Adde BasicSurvival module to all Unit data
9 Years Ago
Fixed cusor import settings Added music to tribe create
9 Years Ago
FOR FUCK SAKE corridor gate, made the light red when the door is closed rather than the weird orange
9 Years Ago
More entity budget tick integration stuffs.
9 Years Ago
Moved ms budget ticking into Entity Manager without a generic solution to get some more improvements. Changed Entity tick budget to 5 ms.
9 Years Ago
Ehrm, let's not iterate the list of entities more than once, shall we! Let's not keep "that" hard to the ms budget.
9 Years Ago
Not 100% sure, but I suppose we should strive to make a complete cycle before we break out pre spending entire ms budget, rather than to break out when we reach the end of the list... hm...
9 Years Ago
9 Years Ago
Removed UnityEditor from EntityManager.
9 Years Ago
Rebaked island01 navmesh, didn't fix anything ;x
9 Years Ago
Tweak Awake, Alive, Cold and Starving Effects so that people dont die of starvation quite so quickly
9 Years Ago
Trying Unity 5.4.0b14
9 Years Ago
merge - merge & nipples
9 Years Ago
nipple tweaks
9 Years Ago
Put ticking on a tod seconds pulse, for better time scaling.
9 Years Ago
- Fix for new NRE when player hits walls
9 Years Ago
Movement drains less staminda, Alive has a stamina gain
9 Years Ago
Custom stay handling.
9 Years Ago
more nipple tweaks
9 Years Ago
Hide unlock panel when unlocked Craft buttons correctly available depending on whether craftable Craft queue scrollable Craft queue cancellable
9 Years Ago
FOR FUCK SAKE fix corridor gate animation controller, should open by default
9 Years Ago
- Weapon crate WIP changes
9 Years Ago
sabertooth anims are still shit but at least its not 100% broken
9 Years Ago
- Fixed playership scene prefab error
9 Years Ago
re-looped the loop
9 Years Ago
- Weapon pickup UI labels now auto hide after 3 seconds when not in range
9 Years Ago
- Fix for mortar spikey NRE
9 Years Ago
Added Player:GetHull(), Player:GetHullDuck(), Entity:GetChildren()
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9 Years Ago
Automated Linux Build #289
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9 Years Ago
Automated OSX Build #289
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9 Years Ago
Automated Windows Build #289
9 Years Ago
- Removed ammo type icon from weapon pickup UI and reduced size of panel
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9 Years Ago
Automated Linux DS Build #289
9 Years Ago
A little UnitView cleanup WorldManager sets TOD cycle length on init Options holds cycle length Lots of effects data balance
9 Years Ago
- Increased playership deceleration from 6 to 10 - Revenge now spawns 6 projectiles instead of 10 - Removed the room clear / xp floating text as it was a bit spammy
9 Years Ago
- Fixed level up screen issues with rebuilt player prefab
9 Years Ago
- Fixed level names on level start screen - Mortar spawned spikeys now have a 70% chance to move towards player per chance tick instead of 90%
9 Years Ago
- Increased maximum zoom height of camera
9 Years Ago
Unit+Movement navmesh issue workaround
9 Years Ago
Fixed binds running when typing in search
9 Years Ago
Fixed a bad profiler hook in Unit+Morphs causing a bunch of overhead
9 Years Ago
More profiler hook fixes + UnitCollection tweaks
9 Years Ago
Entity's can spawn without a View
9 Years Ago
- Weapon pickup tweaks
9 Years Ago
Tweaks, unit prefab audio source setup
9 Years Ago
wip sounds code cleanup
9 Years Ago
Trying to get rid of phantom overhead; got rid of some Camera.main and Profiler.Begin/End calls
9 Years Ago
merge from main
9 Years Ago
added side mirrors, rear view mirror, sun visors, inner shelf, wiper blades
9 Years Ago
Replaced nearly all runtime Camera.main calls with MainCamera.mainCamera