192,974 Commits over 4,049 Days - 1.99cph!

7 Years Ago
merge into main
7 Years Ago
fixes
7 Years Ago
merge from main
7 Years Ago
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7 Years Ago
diving mask/fins
7 Years Ago
Gang warfare test mode edit - Leave gang on death. Plus NetworkGameMode method work.
7 Years Ago
Fixed gang leader serialization. With any luck, gang sync is now good.
7 Years Ago
Fixed another gang member bug. And there's one more to come.
7 Years Ago
FINALLY got gang members synchronising properly. Added gang member NetworkUsers as referenced entities for the gangs. On top of that, we needed to delay the member stuff that was in Deserialize until OnPostDeserialize because: - User entities need to be deserialized and ready so we can use FindUser to find them by ID. - Gangs set their members as Referenced entities so that they're sent along with the gang, making sure they're available. - So everything gets deserialized, but the base thing (gang) gets deserialized first, so the members still aren't ready. - OnPostDeserialize isn't called until after ALL referenced entities are deserialized, so it now works.
7 Years Ago
Got rid of the NetworkGameMode singleton option. Better to integrate it with NetworkPeer. But I don't like how there's a short time where NetworkPeer exists and NetworkGameMode isn't assigned yet - need to think about options there.
7 Years Ago
Fixed campfire not being lightable
7 Years Ago
Removed all temperature stats, AI scoring and Effect application now uses environmental temperature conditions/triggers and insulation checks Removed a bunch of stat considerations for stats that had bene removed in the combat revamp Added generated EffectTypes enum (EffectSettings can be implicitly converted to this type, and it can be used for lookup in Unit.Effects)
7 Years Ago
Steam vdfs
7 Years Ago
Jenkinsfile (build OSX & linux)
7 Years Ago
Attempt at fixing Dormant AI wakeup bug.
7 Years Ago
Fixed bad max value source on body temperature
7 Years Ago
Stats data
7 Years Ago
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7 Years Ago
Cherry picking 26449 & 26495
7 Years Ago
scientist sentry turret prefab with hierarchy compound perimeter walls placement scene2prefab
7 Years Ago
Fixed gaps between compound walls
7 Years Ago
Deleted unused gate materials
7 Years Ago
Short compound wall lods/col/prefab
7 Years Ago
Compound gates LODs COL and prefabs / Fixed missing barbed wire material on compound walls
7 Years Ago
Fix for potential material-related NRE in water rendering
7 Years Ago
Removed old fields from VitalTypeDefinition StatSimulators can override GetExampleValue to return an example value in the editor using a give list of StatData
7 Years Ago
Apparently some enum dlls
7 Years Ago
Fixed StatCollection lists not being populated
7 Years Ago
Fixes
7 Years Ago
skin approval
7 Years Ago
Nuked duplicate condition
7 Years Ago
Removed RangedStat, IRangedStat et al Cleaned up how vitals define their max value (def, unit data or simulator) Fixed stats not being properly updated from data on init
7 Years Ago
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7 Years Ago
renamed condition that Plastic tried to rename
7 Years Ago
Removed avoidance stat. Dodging now uses target's agility. Accuracy calculation is only applied to ranged attacks.
7 Years Ago
goggle test
7 Years Ago
PositionLerp tweak
7 Years Ago
Units can now override stats data per age/gender combination Removed StatsImporter
7 Years Ago
PositionLerp ifdefs
7 Years Ago
Renamed UpdatePositionFromNetwork to SetNetworkPosition Renamed UpdateRotationFromNetwork to SetNetworkRotation Made PositionLerp more generic
7 Years Ago
Fight chance based on distance is now a curve. Hopefully fixed fleeing calculation not doing its job properly.
7 Years Ago
progress backup
7 Years Ago
quick fix for the compound entrances, using gate + checkpoints
7 Years Ago
Added game.GetAmmoNPCDamage() Added game.GetAmmoPlayerDamage() Added game.GetAmmoForce() Added game.GetAmmoDamageType()
7 Years Ago
Compound walls LOD/COL/prefabs
7 Years Ago
Added fight chance based on distance so that animals like goats might attack you if you're really close
7 Years Ago
pre-LODs ruins progress
7 Years Ago
Added ChanceToFight to combat component. Set it to 0 on Deer so they don't destroy everyone.
7 Years Ago
Fixed campfire showing bad capacity/duration values, no longer accepts insane amounts of fuel
7 Years Ago
Player.SetAmmo now has proper ammo typeID bounds check, as well as proper max ammo check (0-9999) FL_ANIMDUCKING is now set automatically and is used for crouching animations