241,432 Commits over 3,867 Days - 2.60cph!

9 Years Ago
Steamworks tweaks
9 Years Ago
Moving attachment editor crap out of HumanViewEditor and into new AttachmentEditor window
9 Years Ago
Water materials
9 Years Ago
Removed/fixed SSAO command buffer hack to match latest water2 changes Fixed missing global params in water2
9 Years Ago
Better fly swarm motion/texture
9 Years Ago
path depth adjustments - several dungeons moving a few blockers
9 Years Ago
Supert WIP, so nothing to see here just yet @billowe !
9 Years Ago
Merge from main
9 Years Ago
Clouds WIP
9 Years Ago
missing meta more culling optim for dungeons
9 Years Ago
Added quality=0 to water2; half decent fallback using animated normal maps; underwater now working in all quality levels Changed some internal TEX and RT format changes for compatability (baseline DX9 level 3) and performance Improved quality and work management within water2, plus a few corrections; switched base textures to to tiff
9 Years Ago
- EntityTracker changes. Can also now return nearest active enemy at a location, within a distance. - More reaper bros
9 Years Ago
PerformanceReport format fixes
9 Years Ago
-camera spawns nicely even with no tribe created.
9 Years Ago
- AIFollowMovement component now copies the movement values of target properly - Added functions to BaseMovement to get the current max accel/speed, taking into account any modifiers - More Reaper Bros wip
9 Years Ago
Missing ladder models
9 Years Ago
Road mesh offset scales with road terrain adjustment offset
9 Years Ago
Without Google Analytics
9 Years Ago
Mesh offset fix
9 Years Ago
Padding and fade of hand placed road segments are adjustable
9 Years Ago
-YAMfM -moved temperature validating onto BiomeManager cause hey, since it now exists it seems like a better place to do it.
9 Years Ago
Limited road meshes zfight Culling pass on powerplant_1/military_tunnel_1
9 Years Ago
Made height offset of hand placed road segments in dungeons adjustable
9 Years Ago
-deleted a now unnecessary enum
9 Years Ago
-updated statmodifiers to use a single class, in a manner reminishent of statLinkerBasic -updated Biomes min-max temperature for those got wiped at some point somehow and broke temperature calculation -also added a check for that in Zone+Biome to send out a warning -updated all statmodifier assets to work with the new system (thank you oh lord of the regexes)
9 Years Ago
Quick grouped mesh culling script for Vince
9 Years Ago
Server compile fixes
9 Years Ago
military_tunnel_1 progress loot crates placement and polish
9 Years Ago
Native library latest
bot
9 Years Ago
Automated Windows Build
bot
9 Years Ago
Automated OSX Build
9 Years Ago
compile windows using vs2015
9 Years Ago
Server compile tweaks
9 Years Ago
I wandered lonely as a cloud WIP
9 Years Ago
KDTree updates. Something fucked up and generation taking fucking ages though.
9 Years Ago
tweaked the gooseman flies looping effect.
9 Years Ago
- Added BiomeManager, handles creation of runtime BiomeMaterialLibraries - Removed goal completion debug spam
9 Years Ago
Dont init steam in editor
9 Years Ago
Saved one pass on water geometry after taking my head out of my ass
9 Years Ago
removed some code that isn't required anymore (was for setting player acceleration in mecanim)
9 Years Ago
Goals tinkering, people should kill and eat animals now, though hacky hacks are hacky
9 Years Ago
- Reaper Bros experimenting - BaseMovement can now be set to ignore collision - Added an AI follow component that makes a BaseEntity follow a target and can copy it's BaseMovement behaviour -
9 Years Ago
exported roots and trees from zbrush, currently making low poly version in max
9 Years Ago
Fixed terrain edge transparency problem when sunshafts are enabled
9 Years Ago
DM tweaks
9 Years Ago
Console buttons
9 Years Ago
Asset save
9 Years Ago
Unit+Attachments sets animator bools correctly
9 Years Ago
BehaviourChain correctly invokes OnComplete when broken by a failure
9 Years Ago
Underwater rock materials Removed rock 12 from underwater spawn table