193,114 Commits over 4,049 Days - 1.99cph!

7 Years Ago
progress backup
7 Years Ago
Fixed build error
7 Years Ago
UI
7 Years Ago
Save/validates, ui tools tweak
7 Years Ago
JSON functions now can handle \0 properly
7 Years Ago
JSON functions now can handle \0 properly
7 Years Ago
options UI
7 Years Ago
merge from main
7 Years Ago
Fixed HTTP() cutting off post body at the \0
7 Years Ago
Hapis refinery update work
7 Years Ago
Fix a potential NRE/NavAgent error in Sensory System.
7 Years Ago
Fix Junkpile Scientists not registering with Junkpiles properly.
7 Years Ago
merge from main
7 Years Ago
Functional end-of-round overlay, and Countdown screen improvement
7 Years Ago
Don't need respawn hack anymore
7 Years Ago
Clean up warnings
7 Years Ago
Items tracks whether it has any item events active. Cooking interaction waits until it's possible to equip the spear before starting cooking. It's now possible to add blackboard entities to a list of entities required by a behaviour. Simplified the item stowing AI using this list.
7 Years Ago
Finished swamp tree meshes Added leaves and alpha branches to swamp trees Vertex painted swamp cabins Various tweaks and optimizations to the bandit town scene
7 Years Ago
Bundle loading API preparations for the world SDK
7 Years Ago
minor UI tweak, re center map rotation icon update temple B blockout/light.material
7 Years Ago
Updated postfx and ui tweak
7 Years Ago
Paddling anims Animator parameters for sitting state blendtree holdtype setup and placeholder anims entity prefab world model prefab & setup
7 Years Ago
Fixed stowing / equipping data not being reset if using a null callback.
7 Years Ago
BuildResult
7 Years Ago
merge
7 Years Ago
Fixed explosion bug, fixed broken shader, changed some postfx stuff
7 Years Ago
Updated prefabs : TimerSwitch, Splitter, ORSwitch, DoorManipulator, ANDSwitch
7 Years Ago
RoleExperienceEvent can now take experience from different sources. Added TargetValue source which takes the XP value defined in a Unit's settings. Added some XP values to animals (and exposed the value in editor).
7 Years Ago
Cleanup BaseAnimatedUIObject onvalidate
7 Years Ago
Add a copy of the racknet native code. This is Facepunch's wrapper layer in "Networking.cpp/s", merged with the latest full source of raknet, and premake files. I've duplicated dll's premake4.exe but will tidy this up when the structure settles down. Racknet DLL for windows and ps4 (prx) can be built, I haven't tried xbox one yet.
7 Years Ago
Moved over to the new postfx stack
7 Years Ago
Updated simple switch prefab
7 Years Ago
puzzle circuits models/textures/mats
7 Years Ago
Added proper distance check and entity validity check for all properties
7 Years Ago
Add a copy of the rust Rust native dll source code for the d11 console branch, and premake files to build it. I've used d11's modified version of premake4 which has been modified to support ps4 and xbox one.
7 Years Ago
Deleted post fx plugins
7 Years Ago
ContainerParameters now determines if we add entities to supplies or not on deposit. Depositing to building no longer adds things to supplies.
7 Years Ago
2018
7 Years Ago
Refix treesway to use actually unused register in vertexlitgeneric
7 Years Ago
supplies tracking of various food items
7 Years Ago
Had a really weird bug. I'd run it once and it'd be fine, then again and lots of errors. Turned out that the IsRunning state on the GameModeTrigger was being saved between runs on the ScriptableObject. So I'd run it, the end trigger would be running, then I'd stop it. Then I'd run again, and IsRunning on the end trigger was still true, so it'd mess up. BUT IsRunning is a property... surely properties aren't usually serialized! Really weird but totally confirmed in testing.
7 Years Ago
merge from main
7 Years Ago
vm paddle initial setup
7 Years Ago
prop_vehicle and prop_vehicle_driveable are now considered Vehicles by Lua
7 Years Ago
Big complex merge into Main of my game mode flow stuff. Some slight weirdness - er, all vehicles explode immediately?
7 Years Ago
Better active player trigger checks that respect the Ready state.
7 Years Ago
skin approval
7 Years Ago
Merge from branch now that Plastic is fixed
7 Years Ago
Corpses are now destroyed if eaten on a stick. Last received hit in combat is no longer valid if the attacker is dead or disabled. Goal Momentum is now applied to the Goal score and not the GoalPlan. We now check if we have an item we can attach a corpse to before skinning it. BEF-228 NRE fix. Track Rock and Big Rock in Supplies. Removed IsBusy condition from stowing AI (fixes BEF-220). MachineProcess can now specify if we should add the input items to supplies or not.
7 Years Ago
More tidy up