194,518 Commits over 4,079 Days - 1.99cph!

9 Years Ago
made a slight tweak to the semi-auto rifle's iron sight alignment
9 Years Ago
Layout shite
9 Years Ago
Fixed debug spawning raycasting from the scene camera, now just pulls worldspace pointer position from Player.Controller, also fixed game window focus fucking shit up like a cunt Fixed potential NRE in SelectableIndicatorWidget when the selectedEntity was destroyed (rare, editor only bug related to unrestricted selection)
9 Years Ago
latest
9 Years Ago
hand axe model for hand axe instead of knife
9 Years Ago
WIP looting ui
9 Years Ago
merge from main
9 Years Ago
Fixed viewport resize breaking water when reflections are enabled
9 Years Ago
fixed prefabID's on large barricades fixed SingleSpawn not displaying the correct scale of spawn target prefab fixed Barricades always spawning on server startup
9 Years Ago
Network++
9 Years Ago
Stone gate gibs are no longer the incorrect wood gate ones
9 Years Ago
door_barricades gibs double sided
9 Years Ago
More
9 Years Ago
more bug fixing with help of seb
9 Years Ago
Optimized BaseEntityChild.Setup
9 Years Ago
More
9 Years Ago
More
9 Years Ago
Updated BuildingTest.sav (now also contains building stability)
9 Years Ago
added resources instead of view models (thanks seb!)
9 Years Ago
Entity updates
9 Years Ago
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
9 Years Ago
tweaks to threat calculations
9 Years Ago
readded the foxgloves to the spawn population as somehow the link was broken
9 Years Ago
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
9 Years Ago
Added zombies
9 Years Ago
these said they had changed \o/
9 Years Ago
updated herbs and put them in temperate
9 Years Ago
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates) Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
9 Years Ago
More
9 Years Ago
some missing target filtering data
9 Years Ago
Added refresh_stability debug console command
9 Years Ago
removed vc_road material with arrows on. separated central hub road and ground and re-exported made central hub_mm object made second vc_road material that is coloured red and applied to existing bridge mm parts
9 Years Ago
Game manager no longer sets the game object name when taking from a pool (performance) Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling) Added additional profiling to LOD, pooling and mesh batching code
9 Years Ago
Initial implementation of "Carrying Weapon" bravery boost
9 Years Ago
Added water visibility volumes to natural cave blocks
9 Years Ago
backup cave dressing
9 Years Ago
Grid range is now static value, increased grid cell size
9 Years Ago
Fixed some data
9 Years Ago
Ported latest AI database entries to assets, fixed migration tool not properly checking for existing assets
9 Years Ago
Migrating AI data back to assets. Existing data and code is unaffected.
9 Years Ago
Item fixes
9 Years Ago
cherry picking 16646
9 Years Ago
Scene2Prefab dungeons
9 Years Ago
Updating sewer and tunnels, military tunnels, mine tunnels with Environment volumes and Water volumes where necessary
9 Years Ago
Moar combat AI modules to make animals avoid fire and people avoid unarmed combat
9 Years Ago
merge from main
9 Years Ago
larger barricades prefabs / military tunnels update
9 Years Ago
We can now actually remove a corpse from the spit-fire, and have it carry on the shoulder again.
9 Years Ago
When a corpse is removed from the fire, we should probably stop the cooking process.
9 Years Ago
Moar stat manipulation tweaks