199,292 Commits over 4,140 Days - 2.01cph!

10 Years Ago
Added a summary in BuildingStates to un-confuse the confused
10 Years Ago
Fixed issue with controller direction in frontend
10 Years Ago
Cowboy - south & south east run anim source
10 Years Ago
Cowboy - south & south east run anims +.meta
10 Years Ago
Units now get the MaxSpeed stat base value from SpeciesSettings on creation Added auto grass spawn refresh toggle to world debug tab Some stat/SO serialization tinkering
10 Years Ago
-AlwaysWin consideration -CanFindUbuiltBuilding Condition -yam -Fixed Self-Physio goal always winning
10 Years Ago
Agent.DecisionLog clears when it reaches capcity (1000)
10 Years Ago
Initial commit - Body_00 and Head_00. Eyes etc to follow
10 Years Ago
improved deer added basic material colours to the bear
10 Years Ago
latest data
10 Years Ago
World debug tab utils
10 Years Ago
NRE in SetDirtyAssets
10 Years Ago
Fixed broken speedtree normals on glcore ?_?; touched all rust/standard shaders just in case
10 Years Ago
Updated PP 3.0.3
10 Years Ago
Added new runs, switched off import mats
10 Years Ago
Boilerplate for auto muting/kicking chat spammers
10 Years Ago
textured final trees, added new hanging vines
10 Years Ago
Hid some harmless warnings "Trying to add (Layout Rebuilder for)"
10 Years Ago
Error text vertex overflow (UnityUI sux)
10 Years Ago
Can melee attack + build while swimming
10 Years Ago
rebaked all lightmaps for new unity version. added stone ruins and blocks, added vines at back of court, textured trees merging files
10 Years Ago
More \nature\grass test files.
10 Years Ago
Fixed CreateActivityActionSettingsEditor not inheriting from base Added a lot of animation param actions back into Interaction ActionChains Made human gathering use 3 states in mechanim (in/loop/out) cc frankieh Fixed fruit bush missing collider/lod Renaming some Actions
10 Years Ago
Added OpenGLCore to Windows build settings (for asset bundles on the build server)
10 Years Ago
cleaned up and named this properly
10 Years Ago
baked and textured temple stone props max
10 Years Ago
updated scene
10 Years Ago
Changed rust/terrain blend shader to preserve albedo detail in all quality levels; tweaked lower levels
10 Years Ago
Removing legacy water shaders, see if that works
10 Years Ago
- Aiming laser now ends at cursor position and passes through everything when in M/K input mode - Input controllers now set the global control type in their init
10 Years Ago
Fixed DecisionLog resetting when editor is paused
10 Years Ago
We weren't rejecting on comparison with traversal memory quite the right way. Fixed now.
10 Years Ago
GoalSettingsEditor will force DecisionPlan.ScoreForDecisionMaking to false if the Goal has no plans or children in data
10 Years Ago
Optimized the check for whether we've traversed the entire decision space, so that we don't check unless our traversal memory is at least as big as the decision space.
10 Years Ago
Fixed speedtree facing leaf inverted lighting
10 Years Ago
GSE error stuff
10 Years Ago
rebaked lightmaps, added read ruins and stones
10 Years Ago
Fix for occasional floaty decor objects
10 Years Ago
Don't spawn grass on the cliffside topology
10 Years Ago
Added GoalPlan.Build
10 Years Ago
Test
10 Years Ago
Steamworks - new branch layout
10 Years Ago
Added a big more Decision Debug Log output for agents, that we can clearly read where we find Best Goal, Best Goal Plan and Best Goal Plan Variant.
10 Years Ago
Rain forces more fog and clouds Rain tends to be more intense when it happens Atmosphere fog reduces view distance more intensely
10 Years Ago
Removed Xmas event from default event schedule Reorganized event schedule (now prefab based)
10 Years Ago
EntityConditionSettings.DecisionLayer == Any Added StoreTarget Action
10 Years Ago
EntityCondition/BuildingFilterSet improvement
10 Years Ago
Made DebugBestGoalPlanVariant not derp out as easily when target are not a unit.
10 Years Ago
Manifest
10 Years Ago
Don't remove global entities (trees, etc) from the send queue when clearing