201,233 Commits over 4,171 Days - 2.01cph!

7 Years Ago
Steam auth on server?
7 Years Ago
fixes
7 Years Ago
Heal hit & cast
7 Years Ago
More AI refactoring; got rid of SmartBehaviour/BaseBehaviour/IBehaviour and conslidated into single Behaviour class Moved behaviour pooling from AIManager to Behaviour itself
7 Years Ago
Added a season sponsorship to career. CareerAction now keeps a reference to career isntance CAChooseLeagueSponsor now sets the chosen sponsorship as the season sponsor.
7 Years Ago
fixes
7 Years Ago
fixes
7 Years Ago
finished refactoring sponsorship selection UI to be usable for any sponsorship offer, not just seasonal
7 Years Ago
fixes
7 Years Ago
season sponsorship objective is checked for completion and completion bonus awarded
7 Years Ago
FX Backup
7 Years Ago
more
7 Years Ago
added CareerObjective.GetProgressString() virtual function. added a GetProgressString() for COLeaguePosition. bit of UICareerRoot cleanup.
7 Years Ago
Fixed agent behaviour slots being reset by forced DM tick (event order was fucked)
7 Years Ago
FX backup
7 Years Ago
More FX
7 Years Ago
Scientist NPCs disabled by default due to server instability
7 Years Ago
Merge from main
7 Years Ago
Sleep transition bits
7 Years Ago
auth stuff
7 Years Ago
FX backup
7 Years Ago
logging
7 Years Ago
fix
7 Years Ago
steam
7 Years Ago
fix
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
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
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 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
FX
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
units moving to escape dangerous tiles will now look to move somewhere they can also attack a unit from first
7 Years Ago
more
7 Years Ago
More FX
7 Years Ago
merge from main
7 Years Ago
More FX
7 Years Ago
Refactored squad management in an effort to combat stalling issue. Misc smaller improvements to ai.
7 Years Ago
Merged from main
7 Years Ago
Codegen
7 Years Ago
Default npc spawn settings
7 Years Ago
Merged in ai branch
7 Years Ago
And more.
7 Years Ago
More FX
7 Years Ago
Wrong filename.
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
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7 Years Ago
Merge from main
7 Years Ago
Fixed warning Effect.Init - invalid entity. Cleaned up ai related convars.
7 Years Ago
switch compile fixes
7 Years Ago
ai.npc_enable 1 by default