200,319 Commits over 4,140 Days - 2.02cph!

7 Years Ago
pipe_pole files
7 Years Ago
AIAction.State set to active in Run before invoking the template's RunImplementation. Action implementation can assume that the state is active (fixes ItemAction's animation bypass mode callback returning early)
7 Years Ago
Animation bool callback clear method cleanup
7 Years Ago
Remvoed bad return in ItemActikon.OnItemActionCallback
7 Years Ago
more instance/local game client reworking
7 Years Ago
Encapsulating networkentity field
7 Years Ago
▋▅█▄▅ ▊▆ ▅█▆▆▅
7 Years Ago
added lower tricount and hat morphs for lod1 hairstyles. more work on hairstyle07
7 Years Ago
Removed and converted some messages
7 Years Ago
Fixed upgrade menu / highlight not working with lookatradius 0
7 Years Ago
downed anim transitions
7 Years Ago
NRE fix in AIBehaviour.ClearSmartObjectSubscriptions
7 Years Ago
Databrowser error fix
7 Years Ago
another editor fix
7 Years Ago
shadercompile
7 Years Ago
Tutorial screens can use triggers, will only display once Merged TribeActivityTrigger and TribeMemberActivityTrigger into PlayerGroupActivity trigger type
7 Years Ago
Data save (NRE fix)
7 Years Ago
Moved some more stuff around.
7 Years Ago
shaders can build
7 Years Ago
ECS semantics cleanup, summary on SensesSystem to explain the intent behind temporarily porting the API Removed Happiness stat
7 Years Ago
Fixed Effect editor not displaying stat manipulations foldout
7 Years Ago
Removed a bunch of happiness changes from effects (replaced with Mood in most cases)
7 Years Ago
Enum gen
7 Years Ago
Dont play unit audio in super sleep speed
7 Years Ago
Don't apply Effects to dead Units
7 Years Ago
Fixed ItemAction getting stuck when in bypass animation mode
7 Years Ago
Fixed various NREs related to people having a null group
7 Years Ago
Use the dll interpolator class in the main project. No need to have two instances of the same thing - they'd already got slightly out of sync.
7 Years Ago
Added support for generating terrain splat texture arrays Added texture array asset inspector override for working preview Changed terrain rendering from atlas textures to texture arrays (finally) Doubled parallax occlusion mapping sample count
7 Years Ago
Removed pool checking for CharacterState and CharacterMotorState, since Bill F's changes mean they're no longer pooled.
7 Years Ago
Oops, removing my debug changes
7 Years Ago
█▍▄▊▇▄▉ ▉▄▇█▌▊▇▅ ▆▄▋▇█▅▄
7 Years Ago
Async read fallback to native path on unsupported platforms (e.g. glcore) Better async read fallback/safety handling on coverage and culling
7 Years Ago
.
7 Years Ago
Game modes now have character events available to override. Added a WeakEvent class for memory leak safety.
7 Years Ago
Can get NumListeners from your weak ref event
7 Years Ago
Moving character events around
7 Years Ago
fixed color correction...
7 Years Ago
build the all the stdshader libs for 64-bit builds
7 Years Ago
EntityConsumeValue now has a bool to check if the target is consumable by humans. All animal food AI now uses the basic ConsumeValue consideration.
7 Years Ago
multicore render works again
7 Years Ago
Cherrypicking CS
7 Years Ago
Fix events
7 Years Ago
Effects.CanApply returns false is the effect is not flagged as game valid
7 Years Ago
wip input rework
7 Years Ago
moved game modes
7 Years Ago
Simplified NetworkGameMode creation events. Decided AutoFiringEvent was trying too hard to be clever
7 Years Ago
Fixed SuppliesCondition not working in Need fulfilment evaluation Settlement levels can have conditions Effects editor has refresh & create buttons Settlement leavers create their own group, Unit.Group is no longer null
7 Years Ago
re-enabled testbox wolves
7 Years Ago
Following combat target now picks a destination at the desired range instead of directly setting the destination at target and relying on the action to do the rest.