199,015 Commits over 4,140 Days - 2.00cph!

7 Years Ago
Fixed game hanging on startup screen instandalone builds Generated enums Cleaned up name generator code
7 Years Ago
disconnection and loading fixes.
7 Years Ago
more flight ai
7 Years Ago
Unarmed fists "weapon"
7 Years Ago
Environment volume ambient multiplier tweak for less jarring transition
7 Years Ago
audio stings
7 Years Ago
Reduced forest size in areas for performance reasons (Hapis) Fixed S11 Cave having no build block volumes (Hapis)
7 Years Ago
Temp AI
7 Years Ago
Potential fix for some painted sign textures disappearing on server restart
7 Years Ago
more
7 Years Ago
Merged from ai behaviour 11 branch
7 Years Ago
Yet another merge from main
7 Years Ago
Fixed switch compilation issue
7 Years Ago
DeathFX for all our NPCs because it makes them more enjoyable to murder.
7 Years Ago
reflection.quality defaults to 1 (until reflection probe ex)
7 Years Ago
merged from main
7 Years Ago
More AI work
7 Years Ago
Xmas tree no longer craftable and default BP
7 Years Ago
Re-enabled dropping of carried corpses AI. Added dropping carried corpse to Primary Slot Item Management
7 Years Ago
Another potential NRE fix Prevented various events from invoking when an entity is added to a group during load
7 Years Ago
Group.Diplomacy.OnGroupEntityAdded cleanup, potential NRE fix after load
7 Years Ago
Fixed player controller not getting default smartObject interactions for units Fixed NRE in TooltipWidget when mousing over a building with an addon that is under construction
7 Years Ago
Formatting
7 Years Ago
Data save
7 Years Ago
Added frame rate limit (vsync) to options Changed UnitView.Animator culling to CullUpdateTransforms mode (might fix people sliding around like a dog with worms) Fixed some social commands being exposed for dead units Fixed edge scrolling option not working Fixed resume on startup option not working Fixed Building.IsUsable returning true while the building is being deconstructed Fixed Building.CanBeConstructed returing true when the building is being deconstructed Fixed typo in ownable entity descriptions Fixed building deconstruction not stopping when builders stop working Fixed options dropdown alignment Editor : Fixed NRE in Form.Create Editor : Before/GameConfig menu item now opens a dedicated EditorWindow instance that will persist between script compile/reloads Removed Before.Description attribute (using System.ComponentModel.Description instead)
7 Years Ago
All behaviours can now specify required attachment points. Sleeping behaviours required hands, shoulders and chest to be free. Units can now also be dropped to unblock attachment points. Buildings no longer owen.
7 Years Ago
merge
7 Years Ago
.
7 Years Ago
Fixed 6th belt bar having inconsistent font size
7 Years Ago
7 Years Ago
Merge from main
7 Years Ago
Facepunch.Steamworks rollback to release branch
7 Years Ago
Temp rollback of some workshop changes that rely on latest Facepunch.Steamworks
7 Years Ago
Optimized behaviour state ticking in NPCs and animals.
7 Years Ago
minor Hapis fixes and tweaks (Bigger update next month)
7 Years Ago
Crafting orders widget shows count on item listing Cleaned up entity physics toggling stuff, hopefully fixes units loaded with bad rigidbody params Fixed dead units playing sound
7 Years Ago
Reduce chance of raycasts going through the ground by offsetting foot ray origin.
7 Years Ago
BaseProjectile server use improvements.
7 Years Ago
Updated Scientist spawn timers in MT.
7 Years Ago
fixes
7 Years Ago
move pre and post match actions to new action list stuff
7 Years Ago
CareerAction oncomplete stuff
7 Years Ago
more
7 Years Ago
wip CareerActionList, moving career event executing/handling to a proper setup
7 Years Ago
Fixed some exceptions for StatusEffects with no stats assets Added a basic stun field to StatusEffect, just locks off all input (except UI) right now (needs some effects, it looks like the game locks up) Instead of just putting all of the examples onto Poison, made a few other examples to showcase actual functionality: -ProtectionBuff raises all damage protection values to max -Stun -Weakness temporarily lowers the max HP and Stamina by 50
7 Years Ago
Remove print
7 Years Ago
Messing with level loading + fixing NPC manager singleton woes
7 Years Ago
Added some damping to the shield animator params on the PlayerModel
7 Years Ago
Mapped Health, Mana and Stamina fields on StatusEffects to appropriate stats (Pool and Per Second modes work) Hooked up crit chance modifier on effects Theoretically hooked up the protection values (Physical, Heat, Cold, Poison, Magic, Decay - same as items) Status Effect protection buffs happens after shield damage has been calculated but before damage is dealt to the player
7 Years Ago
Fix for NRE that could happen as player was disconnecting