193,270 Commits over 4,049 Days - 1.99cph!

8 Years Ago
BoardParent
8 Years Ago
fire ignite SFX
8 Years Ago
Better use of material property block in HumanView, hair shader no longer animations for portrait clone VisualFX Start/Stop sounds
8 Years Ago
fire SFX
8 Years Ago
Editor component listing cleanup, option to hide "empty" components. No longer show foldout for component without any exposed data
8 Years Ago
Fixed carcass items not having dispenser components, error check in Corpse.Setup
8 Years Ago
Safety in SensesComponentSystem.UnitCanPerceive
8 Years Ago
changed layers of all units to Enemy (needs renaming) and all Tiles to Tiles. More intro work. Camera layer switching
8 Years Ago
Fixed error in UnitPortraitManager when player has an animal selected in the editor
8 Years Ago
Fixed various issues with corpse creation, cleaning up related code. Fixed people not knowing that others have died
8 Years Ago
reexported buildings with a blender version that fixed the bug with vertex colours stretching issue
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8 Years Ago
Automated Windows Build #652
8 Years Ago
Rpc Fixes
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8 Years Ago
Automated OSX Build #652
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8 Years Ago
Automated Linux DS Build #652
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8 Years Ago
Automated Linux Build #652
8 Years Ago
Yet another ugly hack for TF2 map support - pl_cactuscanyon
8 Years Ago
backup/progress
8 Years Ago
Build log test
8 Years Ago
Made some items cheaper, fixed map icons, fixed item producer
8 Years Ago
Fixed NRE in DebugTools spawning
8 Years Ago
more
8 Years Ago
more intro
8 Years Ago
another building shader bug fix, this time to stop the next item appearing before its time
8 Years Ago
fix for accidental debug change in building shader where I limited the construction value to 10 instead of 255
8 Years Ago
latest art
8 Years Ago
Enabled occlusion culling on dx9 and glcore
8 Years Ago
Made the SwitchGroup call recursive. Previously if you were in a vehicle, your helditems would disappear when changing network groups since they were two levels deep.
8 Years Ago
Fixed network group not updating when in vehicle
8 Years Ago
Merging in changes to go in this week's release.
8 Years Ago
Fixed nav generation for doors that was broken by changeset #2411. Note that NPCs are still locked out of using doors right now, since changeset #2407.
8 Years Ago
Modified NPC UI - Don't show level 3 and 4 drugs for now
8 Years Ago
Giving some NPCs a natural inclination to try level 2 drugs as well as level 1. Deterministic based on networkEntity ID so server sync isn't necessary.
8 Years Ago
More hints UI tweaks
8 Years Ago
Fixed hints videos not playing when you page through the UI
8 Years Ago
Corpse data
8 Years Ago
Entity component data copy editor util
8 Years Ago
fixed some intro UI jank
8 Years Ago
more
8 Years Ago
Buildign upgrade persistence now seems to work
8 Years Ago
Building upgrade persistence WIP
8 Years Ago
adding alleyways and buildings to hex prefabs, done 2, 3, 6, 9, 17
8 Years Ago
intro fade
8 Years Ago
Limiting framerate to 144 when in menus. Unlimited in-game. Prevents graphics cards freaking out.
8 Years Ago
Various corpse data, editor util BaseEntity persists parent references
8 Years Ago
Added IsActive checks to ConstructionState null checks
8 Years Ago
BuildingConstructionState.IsActive used instead of nulling to prevent animaton issues Fixed Building.AddBuilder checking the wrong state...
8 Years Ago
Bigger framerate boost from hiding characters
8 Years Ago
AddBuilder NRE fix
8 Years Ago
Merged intro to main