192,984 Commits over 4,049 Days - 1.99cph!

7 Years Ago
m249 ai balance extra scientist at ch47 rear ch47 scientists become unhostile after 2 minutes of not receiving fire
7 Years Ago
merge from main
7 Years Ago
Removed debug log
7 Years Ago
protocol++ more sensible cargo heli spawn timings
7 Years Ago
Range fix for scientists mounted to the CH47.
7 Years Ago
ch47 ai work ch47 crate dropoff ch47 no longer orbits water wells or tier 0 monuments
7 Years Ago
NPC aim fixes locked hackable crate (ch47 event)
7 Years Ago
Zombies stop attacking correctly when their target dies
7 Years Ago
Added a new EffectSpellChannel component that disables an effect if the active spell is no longer active (was cancelled) Added that and the ParentToWeaponBone component to the Fireball, Frostbolt and Heal spell channel effects
7 Years Ago
Fixed a few cases where a MonoBehaviour was referenced via an interface and needed a "Unity null" check instead of a "normal" null check. Fixes the bug where the round didn't reset correctly if Z Game ended due to a player disconnecting while another player was still on the spawn vehicle.
7 Years Ago
fix unit panel nickname error in the squad editor
7 Years Ago
Mix tweaks Boat engine sound tweaks
7 Years Ago
update unit panel fixed blank team logo image when no texture
7 Years Ago
Minor spell cleanup
7 Years Ago
Mix tweaks Quick spas12 gunshot + handling levels pass
7 Years Ago
Fixed an obscure bug that was causing double-up NetworkEntityGroupSubscriber BeginSubscribing attempts if a user disconnected and that disconnection ended the game round, and then they reconnected: - User disconnected and their character was unsubscribed on disconnect. - Round end was also triggered. - Round end killed their character, causing a re-sub to their NetworkUser (networkuser takes over as the sub when there's no character, but this should only happen when they're connected). - When they reconnect, the OnUserReady tried to sub the NetworkUser again. Fixed by skipping the re-sub if the user is disconnected.
7 Years Ago
compile fix
7 Years Ago
can push rowboat with 0 calories ch47 particle lag fix boat spawn lag fix
7 Years Ago
EffectParentToWeaponBone now works on BaseViewModel Fireball channel fx now parents to l_hand when in first person on the local client
7 Years Ago
Cleanup
7 Years Ago
Animal stuff
7 Years Ago
Prefab save
7 Years Ago
Fixed status effects NRE
7 Years Ago
Mix tweaks CH47 engine distance crossfade fixes
7 Years Ago
Save
7 Years Ago
Haven guard tweaks
7 Years Ago
NPC stats expose values for different movement speeds instead of hardcoded multipliers
7 Years Ago
Fixes
7 Years Ago
UI fix
7 Years Ago
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7 Years Ago
Not a fix, just adding some comments
7 Years Ago
Mix tweaks
7 Years Ago
Ambience emitter perf bug fix
7 Years Ago
fixed being unable to repair boats due to decay easier to access rowboat storage fixed null group setting errors when spawning vehicles rowboats that lose their driver will eventually turn in circles and stop
7 Years Ago
Assorted animal files.
7 Years Ago
Don't count disconnected players in z game mode
7 Years Ago
Foliage polish / color corrected new foliage / added custom vertex normals / rebaked billboards
7 Years Ago
Navigation.NavigateToEnemy NRE fix
7 Years Ago
Larger prevent build volumes on water junkpiles
7 Years Ago
disabled flies fx replaced bag drop with something
7 Years Ago
basket finding tweaks so cooks don't try and fail to fill already full baskets
7 Years Ago
Fixed navmesh setup not happening
7 Years Ago
update player panel
7 Years Ago
Removed all old npcs from the project, ported hobgob and dragon to new NPC system Removed all old AI related code Removed convar controlled spawn pops Manifest, codegen
7 Years Ago
comment explaining what I did in LoadGameWidget
7 Years Ago
don't wake up from being cold
7 Years Ago
set Initialized to true before refreshing saves in LoadGameWidget
7 Years Ago
fixed seat fuckups
7 Years Ago
Fixed server use distance regressions
7 Years Ago
Refactored Builder component to hook into the Agent's Desired Target instead of having its own target tracking. Added Condition to check if something is registered to the Desired Target in any way. Woodcutting AI only stockpiles things that aren't registered. Navigation logs gated by navigation logging bool.