192,957 Commits over 4,049 Days - 1.99cph!

7 Years Ago
added first pass work experience scene
7 Years Ago
Oak trees / meshes / textures / LOD's / prefabs
7 Years Ago
Merge in all Bill Ford's fixes
7 Years Ago
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7 Years Ago
Viewmodel Clothing fbx files
7 Years Ago
Fixed BeforeAtmosphericScattering shader func cases where unity_MatrixVP was no good
7 Years Ago
Merge from main
7 Years Ago
Burner can now also fire diagonaly! Launcher can now attack any immediately adjacent tile. Reworked BoardUtils.GetTransformedBoardPoint() to step through one tile at a time, checking bounds, to allow for diagonal attacks to be correcty clamped to the board. added Tile.GetPivotDirection() to get a a cardinal direction from a tile to an adjacent tile updated UnitAttackAreaLine to work with diagonal attacks added UnitLoopAttackRange deleted UnitLineAttackRange as its not used (never was)
7 Years Ago
Simplified cap mask setup on dye sets; no explicit uv1 or uv2, now automatic via hair collection type Optimized material property desc using shader property ID instead of name; adjusted material copy
7 Years Ago
Flipper can now correctly target empty or friendly tiles
7 Years Ago
added NE, SE, SW, NW directions to Direction enum BoardUtils.GetTransformedBoardPoint and Board.GetTIlesInDirection can now handle new directions.
7 Years Ago
updated Igniter attack description string to reference damage variable
7 Years Ago
refactored some attack damage calculation functions. added BuffMin and BuffMax properties directly to Unit (they check the unit tag values) tile burning damage effect now applies the attacking units damage range as the damage, not a hardcoded value.
7 Years Ago
rename
7 Years Ago
ai.npc_enable 1 by default
7 Years Ago
switch compile fixes
7 Years Ago
Fixed warning Effect.Init - invalid entity. Cleaned up ai related convars.
7 Years Ago
Merge from main
7 Years Ago
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7 Years Ago
First working version of hair cap mask assignment Enabled hair caps on all relevant skin materials Added new PlayerModelHairCaps component to head, torso and legs Tweaked player model rebuild material property block handling
7 Years Ago
Wrong filename.
7 Years Ago
More FX
7 Years Ago
And more.
7 Years Ago
Merged in ai branch
7 Years Ago
Default npc spawn settings
7 Years Ago
Codegen
7 Years Ago
Merged from main
7 Years Ago
Refactored squad management in an effort to combat stalling issue. Misc smaller improvements to ai.
7 Years Ago
More FX
7 Years Ago
merge from main
7 Years Ago
More FX
7 Years Ago
more
7 Years Ago
units moving to escape dangerous tiles will now look to move somewhere they can also attack a unit from first
7 Years Ago
attacks now can specify if the regular damage attack should be applied or not. Fixed igniter unit not being able to directly target units.
7 Years Ago
FX
7 Years Ago
added Board.GetTilesWithDamageEffect() AI now avoids/moves off tiles with damage ticks (tile fall tiles take avoidance priority still as they're insta death)
7 Years Ago
refactored AI tile fall avoidance to be more generic, so I can add any tiles with tile damage effects to it next...
7 Years Ago
added new prototype unit: Igniter (temp name until we decide how it's attack looks). Sets fire to tiles for 2 turns, doing damage to any unit on a tile at the start of each turn for 2 turns. It's using the worker model for now.
7 Years Ago
moved test tile damage code to a new TileDamageCombatAction to work with the rest of the combat action list stuff. added triggers to tile damage match action at the start of each turn to Deathmatch and Control match definitions.
7 Years Ago
fix
7 Years Ago
steam
7 Years Ago
fix
7 Years Ago
logging
7 Years Ago
FX backup
7 Years Ago
auth stuff
7 Years Ago
Sleep transition bits
7 Years Ago
Merge from main
7 Years Ago
Scientist NPCs disabled by default due to server instability
7 Years Ago
More FX
7 Years Ago
FX backup