225,685 Commits over 3,714 Days - 2.53cph!

10 Years Ago
Started work on adding methods to render various primitives.
10 Years Ago
Implemented Arc AABB creation and roadsections are now IContainable. Need to make Arc intersections tests. Need to handle updates. Need to make them all ISnappable.
10 Years Ago
Fixed dead players not leaving the server when disconnected Fixed player still visible when ragdoll is created
10 Years Ago
Made animals forest-only again (let's balance forest sizes etc instead now that we're on Unity 5) Adjusted animal sense parameters Tweaked AI ticking (not horrible anymore, but not perfect either - performance testing) Made behaviour tree actions no longer instant Ignored behaviour tree frequency (load balancing now exclusively being done by AI handler) Added more profiler samples to AI
10 Years Ago
Global message "ClientDisconnect" is send to everything when client is disconnecting from server
10 Years Ago
Added @garry 's ScenesToPrefabs script.
10 Years Ago
[memory_dungeon] color tweak
10 Years Ago
[memory_dungeon] color tweak
10 Years Ago
Fixed NRE in BaseCorpse.Save Added BaseEntity.IsValid Fixed NRE in Builder module
10 Years Ago
[memory_dungeon] not much, just card flipping
10 Years Ago
[memory_dungeon] not much, just card flipping
10 Years Ago
Ore resource nodes now all give varying levels of stone/metal/sulfur (instead of just one)
10 Years Ago
Merge branch 'master' of arcade
10 Years Ago
Merge branch 'master' of arcade
10 Years Ago
Removed a debug line.
10 Years Ago
Removed a debug line.
10 Years Ago
Fixed AI profiler samples not showing up in the profiler
10 Years Ago
Updated to latest Amplify* (from Rust repo) and latest TOD from Dropbox.
10 Years Ago
commented out a debug
10 Years Ago
commented out a debug
10 Years Ago
Renamed *Control classes to *Controller.
10 Years Ago
Cleanup Pass -> Deleted some deprecated files, Cleaned up the namespaces and renamed EntityTemplateManager to TemplateManager.
10 Years Ago
Don't bob weapon when not on ground
10 Years Ago
Bolt rifle, Thompson, Shotgun, Eoka Pistol, Revolver craftable Added gunpowder blueprint Pistol, rifle and shotgun ammo craftable Added pistol bullet projectile Fixed arrow & rifle killing via "hunger"
10 Years Ago
Renamed StartupDependent to SceneInfo
10 Years Ago
Added Sabertooth with new anims, still quite WIP.
10 Years Ago
Updated Sabertooth scale. Mammoth tweak. Tree tweaks.
10 Years Ago
weapon meta files from before my previous check in (which broke the view models)
10 Years Ago
Added opt suggested by andre; skipping camera pass on transparent shadowcaster.
10 Years Ago
metal files for the weapons changed when i opened them in unity 5.0 beta2
10 Years Ago
Working fix/hack for transparent shadowcaster shader on all platforms.
10 Years Ago
added #ifdef CLIENT to the viewmodelbob code.
10 Years Ago
added viewmodel bob script to some of the weapon prefabs.
10 Years Ago
code for view model bobbing.
10 Years Ago
Meta files
10 Years Ago
Fixed F2 menu settings not being applied
10 Years Ago
Protocol++
10 Years Ago
Removed forest rocks until we can fix their shader
10 Years Ago
Fixed new GameScreen Sub Scene setup and SubsceneDummies for temperate_canyons.
10 Years Ago
Fixed player floating up slopes
10 Years Ago
Time of Day update to 2.2.0 prerelease 3
10 Years Ago
Fixed client compile error
10 Years Ago
Made all AI code #if SERVER Made sense calls part of the behaviour tree Made AI swim instead of walking underwater Made AI movement a lot more robust (almost independent of the tick rate now) Refactored the steering system Changed the way AI selects its targets Fixed AI test scene
10 Years Ago
Tree updates.
10 Years Ago
Fixed player not casting shadows
10 Years Ago
When not starting the game from a subscene, the BaseScreen will now pick a random subscene in the list of available subscenes.
10 Years Ago
Fixed some of the Screen to Scene relationship issues + loading from any "subscene" issues we were having.
10 Years Ago
Catch SocketException , don't start server
10 Years Ago
Kick users sending invalid packets
10 Years Ago
added some weapon specific jump animations; made some tweaks to the jumping animations (they should look smoother now and blend better between the states); tweaked prone/crawl animations