191,035 Commits over 4,049 Days - 1.97cph!

6 Years Ago
[D11] [UI] Checkin of Death Marker prefab files.
6 Years Ago
Machine requirements fact can read process from blackboard when writing plans, filtering results for process-compatible targets Fire lighting uses machine requirements fact Fixed condition group editor rendering not displaying mode control properly
6 Years Ago
All options added
6 Years Ago
Fixed missing Profiler.EndSample in TeamUpdate
6 Years Ago
More options updates
6 Years Ago
adding screenshots
6 Years Ago
Fixed NREs when spawning non-game ready entities Only warmup game ready assets in builds, everything in editor
6 Years Ago
[D11] [UI] Added death marker assets and set up to work in Map UI.
6 Years Ago
[D11] [UI] updated bootflow screen visuals (logo screen, autosave info, disclaimer)
6 Years Ago
lots of animal lods
6 Years Ago
Fixed NRE in BuildingRequirements fact setup due to OOE
6 Years Ago
[D11] [UI] Selected crafting icon now displays name of skin. Crafting queue icon navigation fix.
6 Years Ago
Merging bug fix. Seems to work.
6 Years Ago
Added behaviour count condition & consideration
6 Years Ago
Added ocean_patrol_path_iterations convar Added timer / editor loading screen text to ocean patrol path generation
6 Years Ago
fixed player panel turn glow not resetting properly
6 Years Ago
Fixed tribe create ghosts
6 Years Ago
Building module priority fixes (people should gather more than one item at a time again). StockpileRequirements finishing touches. Stockpiling AI using StockpileRequirements fact.
6 Years Ago
[D11] Selected blueprint now switched to TMP additional elements added
6 Years Ago
update reflection probe area update logo resolution
6 Years Ago
Fact provider settings types must implement ShouldInstall(Facts) method for auto-provider creation Dispenser interaction wrappers can define an animation bool, used by SetInteractionAnimatorBool action
6 Years Ago
Added AvatarCustomisation.CreateRandomAvatarCustomisationGroup. AI players equip random avatar customisations (including locked items).
6 Years Ago
[D11] strip some components only needed for client-side procgen, this means client prefab pre-processing is enabled. This is mostly just merged from the streaming branch, with any extra components founds suitable to strip. The prefab processing will change again when that branch is ready to merge back.
6 Years Ago
[D11][AUDIO] Next round of audio asset fixes and optimisations.
6 Years Ago
[D11] ps4 sign in stuff
6 Years Ago
Dropping unneeded stuff AI stockpile filter no longer looking for Profession building category.
6 Years Ago
Data fixes
6 Years Ago
Interaction wrapper animator bool test
6 Years Ago
WaitForTree action rename to WaitForTargetDestruction to match class name change
6 Years Ago
Lazy bots now get ready properly for new rounds
6 Years Ago
Stone harvesting AI uses mine interaction
6 Years Ago
6 Years Ago
Asset validation
6 Years Ago
more avatar body customisations
6 Years Ago
ResourceView setup stuff moved to initialize
6 Years Ago
WIP
6 Years Ago
Fix the bunch of Destroy errors that came up when quitting in the editor if bots were in vehicles
6 Years Ago
wire tool clear functionality
6 Years Ago
Not much to put in PCZGameUser either but I've updated ZGameCircle to use it. Probably some more stuff could be moved into it if we wanted to (like the ZGameCircle damage over time maybe).
6 Years Ago
IOEntity destruction node recalculation wiretool disables used input/outputs on menu
6 Years Ago
Fixed repair construction time requirement not being updated during repair. No longer possible to repair more HP than the necessary amount.
6 Years Ago
Fix for bot spawn bug
6 Years Ago
electricity propagation fixes
6 Years Ago
player deployables and wire entity baseline
6 Years Ago
Team deathmatch doesn't need anything in PCTeamDeathmatchUser. Conversion complete.
6 Years Ago
IDs
6 Years Ago
Validate all assets on editor load and script reload
6 Years Ago
ui has some missing references (old)
6 Years Ago
Fixed shelter construction
6 Years Ago
Load the tileset correctly in customisation editor (including board/camera child objects)