192,988 Commits over 4,049 Days - 1.99cph!

7 Years Ago
Added ents.FindAlongRay( vecStart, VecEnd, vecMins=nil, vecMaxs=nil ) = table Reduced lag with a very huge amount of notifications Reduced probabilty of the game crashing when rendering dupe icon Git: Slightly improved performace of player animations
7 Years Ago
Placeholder diving tank/regulator art
7 Years Ago
progress backup final ground meshes
7 Years Ago
active sentries added in compound scene2prefab
7 Years Ago
Never spectate disconnected players
7 Years Ago
Might have fixed the spectating bugs. There was an issue where the spectator entity didn't get destroyed on disconnect. The player would spawn a new character in a new round, but still have their spectator entity as well, which would grab the camera.
7 Years Ago
Needed some IsUnityNull() checks to replace simple null checks in interfaces that could be MonoBehaviours
7 Years Ago
Fix issues that occurred if a character was synced to a client when already dead, and the NetworkEntity was destroyed before init completed. Happened fairly reproducibly on game modes with lots of characters dying frequently, like zombie mode (with zombies dying).
7 Years Ago
compound sentry turrets
7 Years Ago
Fixed bugs on clients for players dying while in a vehicle
7 Years Ago
progression window bounds/clamping stuff
7 Years Ago
More progression UI progress, editor generation of content Greyscale UI shader
7 Years Ago
Change "didn't expect a Deserialize after Init" from error to warning
7 Years Ago
Heavy was OP
7 Years Ago
Bots are a bit more likely to jump off plane
7 Years Ago
restored all help prompt IDS and event listeneres
7 Years Ago
wetsuit bugfixes
7 Years Ago
added wetsuit hazmat suit also protects from getting wet can wear hats with goggles
7 Years Ago
Tweaked a few stats. Dodging should now actually be based on the target's agility rather than the attacker. Trying some changes to getting flee destination to avoid it getting stuck so much.
7 Years Ago
updated diving gear added oxygen tank no more cold breath under water protocol++
7 Years Ago
correctly named rat attack event
7 Years Ago
debug selected animals can be commanded to attack
7 Years Ago
progress backup compound scene2prefab
7 Years Ago
More progression bits
7 Years Ago
More progression UI
7 Years Ago
missed file from last cl
7 Years Ago
moar raid AI WIP
7 Years Ago
adding pulse to the career button updated help prompt
7 Years Ago
rat mesh polish rat idle polish added anim events to rat attacks
7 Years Ago
Progression window zoom/pan and improved layout
7 Years Ago
Unit eye color/size control in debug view
7 Years Ago
Fixed an oversight in UIElement component state caching that would cause pooled elements to cache additional components and not manage their state correctly
7 Years Ago
Raid AI now enables animals to find the player's units even if out of sight range. Rats have stats now
7 Years Ago
Merge from main
7 Years Ago
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7 Years Ago
Placeholder wetsuit art (missing female version for now)
7 Years Ago
more
7 Years Ago
removed Animator.speed = 1f / Unit.BaseView.transform.localScale.x
7 Years Ago
more
7 Years Ago
more
7 Years Ago
update biter with rig
7 Years Ago
rat sleep anims are better
7 Years Ago
ai_dormant true by default
7 Years Ago
more
7 Years Ago
Raid AI WIP
7 Years Ago
Added game_event.trigger console cmd
7 Years Ago
expose progression layout rect multiplier (to account for size difference between the two graphs) Added game event utility to debug tools (under new utility & gameplay tab)
7 Years Ago
progress backup compound scene2prefab
7 Years Ago
Research mehanic uses the fullscreen progression window, takes layout from Unlock defs GraphRect, which can be editor in Before/Progression Designer (WIP) Research is global again (the fuck was I doing at 9am) Progression window positions nodes using their editor graph position Added Research unlock method to UnlockDefinition
7 Years Ago
squad editor wip help prompts