193,007 Commits over 4,049 Days - 1.99cph!

7 Years Ago
Local player footsteps are quieter than other players Boat sounds Chainsaw sounds Misc sound polish & mix tweaks
7 Years Ago
Fixed underwater decor maximum crate population exceeding spawn positions available
7 Years Ago
Menu scene NRE fix
7 Years Ago
Enabled tribe creation
7 Years Ago
looting wounded or sleeping players in safe zone marks you as hostile
7 Years Ago
wip hairstyle 07
7 Years Ago
autoturret optimizations
7 Years Ago
Settlement level requirement checks buildings
7 Years Ago
Unlocks settlement level support (unlock can be triggered by a settlement level change) Settlement levelling basics (check requirements on need satisfaction, event for unlocks etc) Research UI button state checks research requirements, including settlement level Unit needs drain parent settlement happiness relative to inhabitant count
7 Years Ago
one last sentry near chill zone
7 Years Ago
Fixed bad need types, editor NRE
7 Years Ago
Improvements to Scientists vs dead people and targeting/shooting.
7 Years Ago
Removed cohesion events & cohesion component, now handled on a per settlement basis Settlement levels boilerplate Unlocks can define a required settlement level (must have at least 1 settlement of the given level in order to research) Removed Group need type, now always associated with a Settlement or Unit Fixed decals persisting between sessions Replaced a bunch of Enum.HasFlag usages with non-alloc HasFlagEntityType ext method Added ClearFog cheat (turns fog of war off)
7 Years Ago
barrels and animals no longer trigger player as hostile hostile warnings are cleared after switching servers dive site crates now are visible (oops) dive site crates save behavior fixed looting your own corpse no longer marks you as hostile suiciding in compound no longer marks you as hostile looting backpacks now marks you as hostile (except your own) fixed startup errors fixed exploitey areas of compound added more external compound turrets fixed chill zone tables/bbq being stealable more hobo barrels on compound for night lights protocol++
7 Years Ago
Safety check around AI context's position entity to ensure it's not destroyed.
7 Years Ago
Disabled chair detection in NPCs.
7 Years Ago
adding _Maintext property to the graphmaker shader to fix the error spam on the graph outcome panel
7 Years Ago
null check the group in the GroupMember OnGroupChanged callback
7 Years Ago
NetworkManager -> Boot
7 Years Ago
Shader auto updates
7 Years Ago
619 fbx meta file auto updates
7 Years Ago
BuildTarget update
7 Years Ago
PresetManager, whatever that is
7 Years Ago
Packages folder
7 Years Ago
Initial shafting
7 Years Ago
more
7 Years Ago
7 Years Ago
Interpolation
7 Years Ago
Tribe leavers break all active behaviours and clear desired target. When a Unit changes group they will assign themselves a random settlement
7 Years Ago
more
7 Years Ago
more
7 Years Ago
More states
7 Years Ago
Fixed strangers being able to sleep in your buildings
7 Years Ago
stone impact sfx
7 Years Ago
Tweaks to creepy look at behaviour in Scientists at Compound.
7 Years Ago
Set Raid AI to always evaluate.
7 Years Ago
Stationary scientists at Compound looks at players if they get close enough.
7 Years Ago
more
7 Years Ago
Main menu UI fixes
7 Years Ago
Fixed gamespeed changing back to incorrect values after group sleep ends
7 Years Ago
Created vehicle states
7 Years Ago
Deer override dead anima assignment
7 Years Ago
Animal animator override isDead state
7 Years Ago
game
7 Years Ago
Fixed dropped units having fucked rotations
7 Years Ago
Fixed radial menu layout issues caused by CommandTrigger refactor (buttons were missing LayoutElement) Reset game speed and pause overlay UI states properly between sessions Added IsDead override state to the human animator
7 Years Ago
Set isDead or isDowned bools when dropping carried units
7 Years Ago
merge from hair_caps (added morphs to facial hair 04, tweaked dyesets and materials, added more fuzz to look fuller)
7 Years Ago
Updated monument navmesh in Compound scnene (no scene2prefab).
7 Years Ago
Another monument navmesh tweak at Compound (last one)