195,816 Commits over 4,110 Days - 1.99cph!

9 Years Ago
Started Xbox networking Refactoring truck/player
9 Years Ago
fiddles
9 Years Ago
levels
9 Years Ago
Fixed NRE in ProvidesRequiredItemSettings Fixed PickUp Interaction not working on items that are attached to the shoulder Added ItemType.Corpse Definition Cleaned up Deer Corpse and other Corpses data Corpse component dispensable editor funtimes
9 Years Ago
new negative atmos piece
9 Years Ago
Skinning requires Blade
9 Years Ago
Minor TakeFromDispenser tweaks
9 Years Ago
Dicking around with basic hostility check
9 Years Ago
Fixed combat
9 Years Ago
Added skeleton code for catching when a Social breaks.
9 Years Ago
Refactoring Dispensers, reduced code duplicated and consolidated TakeFrom actions into a single class Updated Dispenser component editor to support Effects properly Cleaned up some Food related AI modules, animals should once again eat from resoruces
9 Years Ago
Socials now cache the last accepted and declined invitations. Social Stat Manipulator Value Simulators now access the Socials component of the effect's unit rather than the gpv, and access the new cached information about invitations to get to sender and recipient.
9 Years Ago
The Social Stat Manipulator Value Simulators now always look at things from the perspective of the invitation sender, not the receiver responding.
9 Years Ago
Socials now have special Effect fields under Roles for when an invitation is accepted or declined.
9 Years Ago
Social Invitation Selector wrote Received to Sent in blackboard, and Sent to Received. Fixed. AcceptInvitation tried to remove the invitation twice when Unit was participant of the invitation (not a bug, just unnecessary to remove twice).
9 Years Ago
Removed deprecated TODO comment DeclineInvitation set Invitation status flag to Accepted, when it should be Declined.
9 Years Ago
The abilities to accept or decline social invitations now fire off actions that adds social accept/decline effects (that adjusts mood), which takes into consideration how much the accepted/declined person loved the other one. Will rewrite this to use a more specialized approach for Socials in particular, but the AddEffect approach remains something we can use for other cases.
9 Years Ago
Car mostly working. Still need to add the Server->Client vehicle state sync but runs in CLIENT + SERVER mode.
9 Years Ago
Wrote two stat manipulator value simulators and based two effects on those.
9 Years Ago
Minor fixes
9 Years Ago
Setting up the clients to receive the vehicle pos/rot plus the wheel pos/rot for each wheel (plus overall velocity). Seems as simple as I can get it for now.
9 Years Ago
Going to try a different tactic with what wheel info I send. Committing what I have
9 Years Ago
Stat.RemoveManipulator checks if the manipulator being removed is the ActiveCapManpiluator and nulls it if so
9 Years Ago
Radial menu now shows valid targetted Abilities for all Entities Inspectable unlocks can trigger Trait discovery Added Inspectable unlocks EntityComponent and related Conditions Added EntityType Condition
9 Years Ago
Entity Inspection boilerplate/wip Changed a few comment headers ;x
9 Years Ago
FOR FUCK SAKE shaderforge
9 Years Ago
Vehicle conversion to networked model in progress
9 Years Ago
Misc effects fuckery
9 Years Ago
Fixed bad morph, added null check in EffectSettings.GetMorph
9 Years Ago
hut built sfx changed
9 Years Ago
Desire Expired effect disabled
9 Years Ago
Initial implementation of momentum simulators for desires. (should help tidy up desires related to constructing buildings)
9 Years Ago
GameState consistency when loading scenes in the editor, for make benefit of Great Tutorial. People now drop any un-used items when crafting because why not (temp hack)
9 Years Ago
Fixed bad light culling layers causing issues in standalone builds Fixed bad Building description text Fixed missing return in CraftItemSettings callback
9 Years Ago
Building completion sound hookup
bot
9 Years Ago
Automated Linux DS Build #426
9 Years Ago
RangedState.OnCurrentValueChanged is now invoked when the Stat's cap value changes during UpdateManipulators
9 Years Ago
Added GroupDeath UnitActivityType, hooked up in Relationships.OnOtherUnitDied Relationships.OnOtherUnitDied TODOs re thresholds and event perception StatManipulatorParametersDrawer tweaks
9 Years Ago
Fixed a bunch of bad effects stat minip data
bot
9 Years Ago
Automated Windows Build #426
bot
9 Years Ago
Automated OSX Build #426
bot
9 Years Ago
Automated Linux Build #426
9 Years Ago
* Added CNavArea.__eq ! GitSync - TTT changes, panel cleanups
9 Years Ago
Stat Manipulation can now be driven by a simulator method defined in the editor via reflection (?`-´)????.*???
9 Years Ago
StatManipulatorValueSimulators dummy class
9 Years Ago
update ignore
9 Years Ago
deleted proj files
9 Years Ago
Fix for transition hang
9 Years Ago
When Decision Layer of Relationship Considerations were set to Goal Plan, I couldn't add it to any considerations list in AI Designer. Changed it to "Any" for now. When condiering whether to accept or decline an invitation to breed, Love and Hate is now taken into consideration.
9 Years Ago
UnitAttachments now supports stacking, defined per Item. Cleaned up a lot of API Small sticks can be stacked and carried in bundles of 4 UnitCommandsWidget "hand" button draft implementation, shows interactions for carried items (currently just drop) Right clicking on a selected unit no longer shows a radial menu for carried item interactions Renamed ToolType FishingRod to FishingSpear