198,903 Commits over 4,140 Days - 2.00cph!

7 Years Ago
Log warning with workshop ID when skin download failed / timed out
7 Years Ago
https://youtu.be/lbnoG2dsUk0
7 Years Ago
Various animation stuffs for weapons. Messed with the standard reflection probe.
7 Years Ago
altered the chansaw prefab lod method
7 Years Ago
fixed wolf being meaty
7 Years Ago
Add
7 Years Ago
2018
7 Years Ago
Cleanup
7 Years Ago
Updated ASE Updated Facepunch.Steamworks Removed Squiggle Removed HBAO
7 Years Ago
chainsaw wm fbx + lods/prefab chain mat adjustment
7 Years Ago
Improved entity observer stuff
7 Years Ago
adding missing models... reverting top hat material
7 Years Ago
testbox nospawns cleanup
7 Years Ago
fixed Dispenser.TryTakeOneEffect not actually outing the effect
7 Years Ago
Scientists now react to gunshots
7 Years Ago
Editor DSENodeData drawing tweaks Animal/Combat/Offensive module tweaks
7 Years Ago
merge from main
7 Years Ago
update amplify shader update WIP logo stuff adding placeholder models
7 Years Ago
Animals have food AI
7 Years Ago
merge from 'naturefoliage to corefoliage'
7 Years Ago
Fixed raiding animals not attacking
7 Years Ago
reverting 25447 - new forest splat aint working visually
7 Years Ago
overgrowth materials to core/foliage end
7 Years Ago
Codegen
7 Years Ago
Merged from ai branch
7 Years Ago
CraftingOrder holds CraftingStation ref, persisted CraftingStation progress, order pool, persistence etc
7 Years Ago
Codegen
7 Years Ago
Another merge
7 Years Ago
Added itemskintimeout convar
7 Years Ago
Merged from main
7 Years Ago
Added workshop skin download timeout / skip
7 Years Ago
Misc touch-ups and fixes for AI.
7 Years Ago
Merge from main.
7 Years Ago
Misc cleanup of crafting related code
7 Years Ago
Missing files.
7 Years Ago
This should do.
7 Years Ago
fixed DSE element order in Crafting module
7 Years Ago
Organizing
7 Years Ago
2/2
7 Years Ago
Refactoring 1/2
7 Years Ago
Part 2
7 Years Ago
Moving stuff around part 1
7 Years Ago
merge from main
7 Years Ago
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing) Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active Enabled poison VitalNote and filled in the text so it reads correctly Status Effects can now apply damage over their duration (standard DamageTypes list implementation) Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
7 Years Ago
Refactoring weapons backup
7 Years Ago
More magic
7 Years Ago
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7 Years Ago
Smooth movement for proxy characters - actually better than the old system.
7 Years Ago
First pass on StatusEffects framework Effects are defined via a definition file in Resources/StatusEffects/ Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
7 Years Ago
Fixed inventory UI particles; switched shader to ui-ext/particles/add