192,970 Commits over 4,049 Days - 1.99cph!

7 Years Ago
Just needs testing now...
7 Years Ago
Human basic attack range to 0
7 Years Ago
Movement mode AI to higher priority
7 Years Ago
UI save
7 Years Ago
Fixed new roles UI stuff causing successive selection, various related cleanup (removed RoleSelector) Added role assignment to detail view widget
7 Years Ago
Cook Animal On Spit checks if corpse is skinned. More command generation blackboard stuff.
7 Years Ago
Command generation for depositing to machine now writes to the Unit BlackboardKey
7 Years Ago
Interactions can now define a tool requirement which can be overridden in the wrapper. Skinning requires blade or axe.
7 Years Ago
Fixed some UI errors etc.
7 Years Ago
Various role assignment UI improvements
7 Years Ago
Most of the game mode seems to be working.
7 Years Ago
engine lib compiles, missing some deps
7 Years Ago
some of the lunix libraries build
7 Years Ago
linux x64 luajit builds
7 Years Ago
build-dependents for x64, (except for chromium_process)
7 Years Ago
linux64 vpc bin
7 Years Ago
added hat morphs to lod1 hairstyles so they no longer clip through headwear
7 Years Ago
extra sewer tunnel block Sewer Branch fresh dressing pass underground
7 Years Ago
progress backup
7 Years Ago
Added Definition.GameValid array Unit info widget has a role assignment row built in Disabled roles UI widget at top of screen, added button to open this window to the menu in the top right
7 Years Ago
Added basic game starting criteria
7 Years Ago
Trigger stop call
7 Years Ago
tweaked dye materials to be slightly less shiny. more work on hairstyle 7, final and lods
7 Years Ago
Changed NetworkGameMode start/end triggers to ScriptableObjects per Bill F's suggestion
7 Years Ago
progress backup
7 Years Ago
offshore island progress
7 Years Ago
caged idle, downed ill, stir pot anims, not hooked up
7 Years Ago
progress backup
7 Years Ago
7 Years Ago
Minor fix
7 Years Ago
Merge in my branch. Lots of changes around the place, but the main addition that's noticeable is that NetworkGameMode implementations can utilise four new virtual character location-based methods: OnCharacterBuildingUnitEnter, OnCharacterBuildingUnitExit, OnCharacterSellZoneEnter, OnCharacterSellZoneExit.
7 Years Ago
Added comment
7 Years Ago
Fix for buildings with no units
7 Years Ago
More character event stuff
7 Years Ago
Fixed location event bugs
7 Years Ago
editor tweak
7 Years Ago
Events
7 Years Ago
progression designer label fix
7 Years Ago
Misc
7 Years Ago
Scenario unlocks are now in added in addition to all unlocks flagged as Starting Unlock Progression designer no longer shows scenario choice dropdown, displays unlock content in nodes
7 Years Ago
Better gating of GPV/BC tick by state (should resolve NREs caused by breaking inactive GPVs)
7 Years Ago
Re added the notification stuff
7 Years Ago
OOE fix with agent force ticks
7 Years Ago
Force tick on a bunch combat goal plans
7 Years Ago
Agent forced tick is optionally slot-selective. Autonomous forced ticks from AI can now be controlled on the GoalPlan level.
7 Years Ago
Compile fix
7 Years Ago
Refactored player command cooldown
7 Years Ago
Targeting module now checks if we have a player commanded target
7 Years Ago
Settlement level requirements now work properly
7 Years Ago
Fixed some issues with entities not being properly removed from machines when picked up or destroyed