194,126 Commits over 4,079 Days - 1.98cph!

8 Years Ago
SetDestination fuckery experiments
8 Years Ago
fixed wrong animator trigger on item
8 Years Ago
Enabled UnitAttackState behaviours in Human/TorsoOverride/Combat
8 Years Ago
Added missing AnimationTagOnState to Human/TorsoOverride/Combat sub-statemachine
8 Years Ago
extra animation log
8 Years Ago
more option stuff
8 Years Ago
Updated managed plugins
8 Years Ago
Updated native plugins
bot
8 Years Ago
Automated Windows Build
8 Years Ago
Manual Linux Build
8 Years Ago
Fixed NRE when finding criminals that's dead.
8 Years Ago
* Reduce clientside physobj amount of ragdolls to the amount on the server * \n for IMesh.BuildFromTriangles error message
8 Years Ago
Merged for less messy branching
8 Years Ago
Experimenting with a STRIPS Planner AI that would allow for modular ai actions, an understanding of an action's impact on the future world state and the generation of procedural action queues / plans with replanning, like in F.E.A.R.
bot
8 Years Ago
Automated Windows Build
8 Years Ago
more options wip
8 Years Ago
options wip
8 Years Ago
renamed dm7 map to control 1, changed it's default squad to include grabber
8 Years Ago
Fixed the save bug from last month's playtest with improved sorting of the save data. NetworkUsers must spawn before player characters.
8 Years Ago
Merging my mission stuff into this branch.
8 Years Ago
Minor edit
8 Years Ago
Nav arrow movement improvements
8 Years Ago
One file didn't get committed
8 Years Ago
Nav arrow is better on clients, since it's using IntendedPosition on characters. Handles when they're not being updated since they're out of view etc.
8 Years Ago
Better randomness on payphone gen
8 Years Ago
Shared knowledge is gone. NPCs now look at CrimeManager for crime information.
8 Years Ago
Clients handle having NetworkEntity targets in missions that are outside of their NetworkGroup. Now mission targets simply move temporarily to the global group. I may update this to have it only send to the mission runner, since if a lot of people are doing missions, each player will be getting a lot of random stuff they don't need.
8 Years Ago
Console now uses SimpleConsole
8 Years Ago
* Made sure that all PhysicsInit functions always return a boolean instead of returning nil on failure and true on success. * Added return value to Entity.PhysicsInit and Entity.PhysicsInitSphere * Better "success" detection for rest of PhysicsInit* functions * Added Entity.PhysicsInitStatic( solid ), returns bool
8 Years Ago
wip
8 Years Ago
backup
8 Years Ago
Restored our custom TOD materials Removed old crafting and building UIs, bound buttons to new modals Cleaned up game state and UI handling, fixed issue allowing more than one modal UI widget to be open
8 Years Ago
backup
8 Years Ago
Testing out not using kill desires for combat
8 Years Ago
People won't stow a weapon from a non weapon category if they need it to fight
8 Years Ago
Fixed Combat targeting not actually registering if the target was player commanded or not
8 Years Ago
module weight adjustment for Movement Management
8 Years Ago
Improved condition for only doing movement speed management when there isn't a player move command active
8 Years Ago
Native call return type tweak (int to void)
bot
8 Years Ago
Automated Windows Build
8 Years Ago
Added AsyncTextureLoad (loads + compresses texture asynchronously in a thread, usage similar to WWW class)
bot
8 Years Ago
Automated OSX Build
8 Years Ago
Added texture loading, mipmap creation and texture compression in native code (thread safe)
8 Years Ago
wip
8 Years Ago
Pass C++11 flag in dependants' premake scripts
8 Years Ago
wip
8 Years Ago
backup
8 Years Ago
wip
8 Years Ago
CmdSetTag now stores the tag delta change value in the tag when changing values Added floating capture point text to capture point tile topper, when capturing
8 Years Ago
Hopefully fixed TribeActivityTriggerSettings