198,763 Commits over 4,140 Days - 2.00cph!

8 Years Ago
bradley now uses a* pathfinding to navigate roads launch site road network path simple bradley sounds
8 Years Ago
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8 Years Ago
Fixed keyword assignments for hq normal special case
8 Years Ago
Merge from main
8 Years Ago
High quality normals only when std-pm1 is 32bit Analysis tool skipping non supported shaders for now
8 Years Ago
packed atlas_twig and metal armored set materials
8 Years Ago
Pie menu integration
8 Years Ago
removed Inspectable component
8 Years Ago
Roof, overhang, ceiling, floor, almost working correctly
8 Years Ago
Merge from main
8 Years Ago
Added a few more mip levels to terrain atlas textures to mitigate alias/shimmer under trilinear Fixed snow normal assignment on terrain atlas set
8 Years Ago
Fixed bad activity strings for unlocks. Fixed things being unlocked twice. Added inspection of hide to learn to make hats and beds.
8 Years Ago
Fixed unlocks throwing an exception on save Fixed clothing attempting to change colour before being equipped,was throwing an exception
8 Years Ago
Repacked building atlas material for high quality normals
8 Years Ago
Minor fix
8 Years Ago
Added packed shader support for high quality normal packing Changed packed shader keyword layout to reduce permutations
8 Years Ago
Testing and fixing bugs in item stuff. Moved multi-item stack creation method from ItemEx to the main ItemManager.
8 Years Ago
Wearable colors persisted, synced on portrait clones
8 Years Ago
Added high quality normal mode to material packing processor Updated analysis tool
8 Years Ago
post/weather tweaks
8 Years Ago
Added a callback for steamworks.RequestPlayerInfo that is fired when the info is received
8 Years Ago
Merge from Progression Rework
8 Years Ago
Unlock Activity creation tweaks
8 Years Ago
more merging
8 Years Ago
Console toggle via f9
8 Years Ago
Radial menu layers fixes
8 Years Ago
merge from main
8 Years Ago
More improvements to progression system, looking pretty good now. Added/tweaked some progression data.
8 Years Ago
Supermarket / Finished the lowpoly / Added broken glass
8 Years Ago
Player command refactor, added pooling support and generally cleaned up Radial menu support for nested commands (WIP)
8 Years Ago
OSX/GLCore gamma-related darken fix candidate
8 Years Ago
Commit to update
8 Years Ago
WIP healer model cleanup some unit skinning/ rig adjust metalic map on shooter, burner, slasher rerender icons
8 Years Ago
Better spawn handler density enforcement
8 Years Ago
small backpack fbx/materials/textures/prefab etc
8 Years Ago
Larger coastal player spawn areas
8 Years Ago
part one of new CombatAction system for breaking attacks into separate swappable actions. Broke old actions into seperate actions, Attack.Process now creates a list of CombatActions to be executed
8 Years Ago
Data
8 Years Ago
Refactoring ability target modes so we can better control radial commands in any given context
8 Years Ago
Radial menu revamp WIP
8 Years Ago
Eliminated ~300B of GC allocs whenever a randomized sound was played
8 Years Ago
Profiling
8 Years Ago
Eliminated GC allocs from effect instantiates (IEffect.SetupEffect) Eliminated GC allocs from effect weapon bone parenting (EffectParentToWeaponBone) Eliminated GC allocs when switching resource stages (StagedResourceBreakEffect)
8 Years Ago
Pause transition cleanup ActivityNotificationElement layout fixes
8 Years Ago
moved the helper functions out of Attack into AttackUtils Attack.Process() now returns a list of placeholder base CombatAction steps
8 Years Ago
Agent routines exit early when unit is dead or disabled Removed OnEnabled / OnDisabled in EntityComponent
8 Years Ago
reorganised combat script folders
8 Years Ago
wip new combat changes, deleted AttackGrabSO and merged with AttackBasicSO, started working towards component/action based attack setup
8 Years Ago
removed some duplication functionality across attack defs before starting new combat setup
8 Years Ago
Supermarket progress