192,968 Commits over 4,049 Days - 1.99cph!

7 Years Ago
Added Conditions.CanMountVehicle Added Conditions.IsInVehicle Fixed Ability.MountVehicle ability showing up in the radial for everything Ability.MountVehicle now marked developer only Collaborations code formatting / cleanup
7 Years Ago
NREfix
7 Years Ago
Drag selection tweaks
7 Years Ago
Redid the crafting category widgets so that the damn click sound doesn't play at 100db every single time you run the game.
7 Years Ago
Fixed UIElement.Hide without animation not disabling the component
7 Years Ago
Fixed UIElement.enabled being set before the state tweener had finished
7 Years Ago
Scene
7 Years Ago
Building construction logging added to debug window.
7 Years Ago
Excluded a bunch of prefabs from being navmesh considered.
7 Years Ago
TOD long/lat is in Newport
7 Years Ago
fixes
7 Years Ago
data
7 Years Ago
Mailbox repairable
7 Years Ago
Various
7 Years Ago
Scene spawns.
7 Years Ago
update logo stuff and career UI
7 Years Ago
Didn't mean to change tick rate
7 Years Ago
Increase NPC count again
7 Years Ago
Variable interpolation clock now handles a long wait between ticks, as well as simple latency
7 Years Ago
Scene spawns & some tweaks.
7 Years Ago
New smooth interpolation system for client vehicles, regardless of client tick rate. Some minor issues remaining.
7 Years Ago
Starting equip.
7 Years Ago
Metabolism spell test. Manifest.
7 Years Ago
Revert water prefab
7 Years Ago
Spellcasting bool for weapons. Flagged the staves.
7 Years Ago
Committing jittery vehicles without smoothing, before I write a new smoothing solution that'll interpolate nicely between ticks
7 Years Ago
Water crap
7 Years Ago
Shield orientation stuff. Target healthbars visible at a proper distance.
7 Years Ago
Can exit vehicles
7 Years Ago
Vehicle physics tweaks
7 Years Ago
Cars run at the right speed again, but with some physics issues. Going to tweak things.
7 Years Ago
More flexible Scientist spawns. Missed one distance to sqr distance convertion Slight improvement to scientist reload on spawn
7 Years Ago
Should no longer be possible for buildings to have more registered items than required. Various progression data changes. Fixed Ordered Item selector.
7 Years Ago
Fixed consume from cooked corpse playing eat anim before picking up meat
7 Years Ago
Moved editor shader globals update to WorldManager
7 Years Ago
Fixed container attachment points array being empty
7 Years Ago
Fixed Container not being initialized by Stockpile or ItemContainer
7 Years Ago
Fixed NRE in Container
7 Years Ago
Simplified Container's attachment point system, log error when we couldnt find an attachment point for an entity
7 Years Ago
updating team logo stuff (still not working but not breaking anything ~) tweak career UI (scroll view speed etc)
7 Years Ago
Added GameOverReason value to UI when the game is er... over
7 Years Ago
Machine no longer implements IContainer, instead MachineProcess owns an instance of Container Added ContainerParameters class for configuration of generic entity containers, used by Stockpile, ItemContainer and MachineProcess
7 Years Ago
added keys for all fingers and thumbs on frames 0 7 10 15 22 25 and 30 for animation human_craft_at_table
7 Years Ago
Building...
7 Years Ago
crafting anim
7 Years Ago
crafting table fix
7 Years Ago
craftint at table anims
7 Years Ago
fixed equipping items from containers
7 Years Ago
DepositEntity Machine mode now requires MachineProcess read from blackboard
7 Years Ago
BaseEntityRef stores settings, is asbtract. Added UnitRef, EntityRef Added BaseBehaviourSettings.IsDeveloperOnly, which we check in playerController's command evaluation Totally important free camera controls UI thing