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

7 Years Ago
Fixed DestroySelf action not working
7 Years Ago
Generic prompt UI is singleton, no longer held by UIManager Added progression paths. Player picks a path via UI prompt when a settlement reaches level 3. Unlock definitions can be gated by path Fixed PlayerGroupActivity not working
7 Years Ago
Base for new game mode
7 Years Ago
Added Settlement passive happiness gain (must have no active needs)
7 Years Ago
more
7 Years Ago
get rid of some TODOs
7 Years Ago
removed hit from the base layer (even though it wasnt being used)
7 Years Ago
more
7 Years Ago
...
7 Years Ago
Fixed path bug
7 Years Ago
Fixed AI debugger not cleaning up properly when closed AudioManager history no longer uses DateTime, clears on session reset
7 Years Ago
thunder sfx
7 Years Ago
progress backup
7 Years Ago
Map changes
7 Years Ago
Following combat target now picks a destination at the desired range instead of directly setting the destination at target and relying on the action to do the rest.
7 Years Ago
re-enabled testbox wolves
7 Years Ago
Fixed SuppliesCondition not working in Need fulfilment evaluation Settlement levels can have conditions Effects editor has refresh & create buttons Settlement leavers create their own group, Unit.Group is no longer null
7 Years Ago
Simplified NetworkGameMode creation events. Decided AutoFiringEvent was trying too hard to be clever
7 Years Ago
moved game modes
7 Years Ago
wip input rework
7 Years Ago
Effects.CanApply returns false is the effect is not flagged as game valid
7 Years Ago
Fix events
7 Years Ago
Cherrypicking CS
7 Years Ago
multicore render works again
7 Years Ago
EntityConsumeValue now has a bool to check if the target is consumable by humans. All animal food AI now uses the basic ConsumeValue consideration.
7 Years Ago
build the all the stdshader libs for 64-bit builds
7 Years Ago
fixed color correction...
7 Years Ago
Moving character events around
7 Years Ago
Can get NumListeners from your weak ref event
7 Years Ago
Game modes now have character events available to override. Added a WeakEvent class for memory leak safety.
7 Years Ago
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7 Years Ago
Async read fallback to native path on unsupported platforms (e.g. glcore) Better async read fallback/safety handling on coverage and culling
7 Years Ago
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7 Years Ago
Oops, removing my debug changes
7 Years Ago
Removed pool checking for CharacterState and CharacterMotorState, since Bill F's changes mean they're no longer pooled.
7 Years Ago
Added support for generating terrain splat texture arrays Added texture array asset inspector override for working preview Changed terrain rendering from atlas textures to texture arrays (finally) Doubled parallax occlusion mapping sample count
7 Years Ago
Use the dll interpolator class in the main project. No need to have two instances of the same thing - they'd already got slightly out of sync.
7 Years Ago
Fixed various NREs related to people having a null group
7 Years Ago
Fixed ItemAction getting stuck when in bypass animation mode
7 Years Ago
Don't apply Effects to dead Units
7 Years Ago
Dont play unit audio in super sleep speed
7 Years Ago
Enum gen
7 Years Ago
Removed a bunch of happiness changes from effects (replaced with Mood in most cases)
7 Years Ago
Fixed Effect editor not displaying stat manipulations foldout
7 Years Ago
ECS semantics cleanup, summary on SensesSystem to explain the intent behind temporarily porting the API Removed Happiness stat
7 Years Ago
shaders can build
7 Years Ago
Moved some more stuff around.
7 Years Ago
Data save (NRE fix)
7 Years Ago
Tutorial screens can use triggers, will only display once Merged TribeActivityTrigger and TribeMemberActivityTrigger into PlayerGroupActivity trigger type
7 Years Ago
shadercompile