254,761 Commits over 3,990 Days - 2.66cph!

10 Years Ago
Some Consideration cleanup.
10 Years Ago
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
10 Years Ago
Fixed a bunch of warnings
10 Years Ago
Added debug view support to deploy volume checks (numpad /)
10 Years Ago
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10 Years Ago
re-added clouds to cloud city env
10 Years Ago
Added pooling system and basic audio system.
10 Years Ago
Added shadow light count slider to F2 menu
10 Years Ago
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
10 Years Ago
Particle meshes updated
10 Years Ago
10 Years Ago
Fixed issue with entities not being destroyed when they dont have a smartobject component Moved BuildingSkin out to it's own file, added skeleton for BuildingState Added MachineProcessEffect monobehaviour to track and manage effects created by Machines MachineProcess can now take additional input entities whilst running (to be made optional, but it works for fuel processing) FuelToEffect MachineProcess increases the duration of the process as more input is added (should also scale the size of its VicinityEffect) Cleaned up FX_Fire prefab a bit Basic effects stuff in MachineProcess
10 Years Ago
Increased delay
10 Years Ago
Fixed accidentally DDOS'ing Valve
10 Years Ago
How much trouble would it cause if each line of text was its own canvas
10 Years Ago
Schema update
10 Years Ago
aimcone fixes
10 Years Ago
storage containers spew contents when ground is missing
10 Years Ago
Fixed accidental item grant
10 Years Ago
Fixed schema bundles
10 Years Ago
Added building prevent_building colliders to barricades
10 Years Ago
fixed LOD's on ak47
10 Years Ago
bone armor a bit better at protecting against spear attacks can wear bone/wood armor over hide pants
10 Years Ago
tweaks
10 Years Ago
More work on Machines. Added MachineProcessSettings, IMachineProcess and FuelToEffect process type. FuelToEffect takes and produces new VicinityEffect entities. Added IEntityContainer interface to simplify dealing with Entities that can have other Entities deposited or otherwise contained in them
10 Years Ago
wood chestplate uses wood protection (was using wolf, derp)
10 Years Ago
Probably voice chat fix
10 Years Ago
phrases
10 Years Ago
TrackIR bindings now only log errors
10 Years Ago
armor balance
10 Years Ago
Fixed some PlayerInput code being executed for every player (instead of just the local player)
10 Years Ago
temp icons
10 Years Ago
added roadsign kilt added bone jacket & pants added wood jacket & pants protocol++
10 Years Ago
added clouds to art respository, updated max file
10 Years Ago
Added new clouds to cloud city scene with shaders and materials. Changed skybox lighting.
10 Years Ago
Added allmale convar
10 Years Ago
meta files / half res tweak
10 Years Ago
tier 2 furnace brick texture sets
10 Years Ago
prefab update with build volumes and crate spawns
10 Years Ago
Added head tracking to PlayerInput
10 Years Ago
TrackIR bindings
10 Years Ago
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10 Years Ago
Started work on Group+Knowledge and Tribe+Knowledge. Cached a lot of the common Consideration lookups at the Group level. Optimized Value of Harvest Consideration.
10 Years Ago
Fixed issues with SpeciesSettings.GetViewPrefab
10 Years Ago
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10 Years Ago
Maybe forgot to save a thing
10 Years Ago
Tribe/TribeHub refactoring. TribeHub (what shitty name) gets created during Tribe.Initialize(), remains inactive until it is assosciated with a Building. This is done through PlayerController's building placement code at the moment. Buildings can be flagged as "CanAccessTribeHub" in their settings.
10 Years Ago
Lion-El win & lose anims
10 Years Ago
merge from main
10 Years Ago
merge from main/weatherambience