240,725 Commits over 3,867 Days - 2.59cph!

9 Years Ago
wip
9 Years Ago
Radtowns wip
9 Years Ago
merge from main
bot
9 Years Ago
OSX Build
9 Years Ago
protocol++
9 Years Ago
WIP
9 Years Ago
radtown wip
9 Years Ago
Radtown materials.
9 Years Ago
giddyup - merged research table into main
9 Years Ago
merge from main
9 Years Ago
re-added merge stuff finalized first pass of research table
9 Years Ago
fixed the horse LOD tweaked some animations on the horse
9 Years Ago
radtown wip
9 Years Ago
merge from main
9 Years Ago
Map tweaks
9 Years Ago
phrases
9 Years Ago
drop tables for research table
9 Years Ago
Fixed drag and drop out of inventory Fixed accidentally dropping items in the lines between the slots in inventory
9 Years Ago
Bunch of bugfixes for research table greyout locked slots
9 Years Ago
Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)
9 Years Ago
Temporary black sun fix
9 Years Ago
Disabled checksum disconnect until next month
9 Years Ago
Halving tree count (Speedtrees in Unity aren't speedy at all) Reducing animal count Tweak Menu timings - time layers
9 Years Ago
Merge from main
9 Years Ago
Radtowns wip
9 Years Ago
Meta
9 Years Ago
Moving all Unit settings, prefab and view assets into Resources/Units
9 Years Ago
- NameGenerator cleanup - Added Human:Unit class holding HumanInfo for name and other textual data - Added some delegates for singular unit selection to help with UI widget display - Cleaned up Tribe and added generated unit name assignment - TOD Tweaks
9 Years Ago
Better heightmap distortion
9 Years Ago
Radtown backup
9 Years Ago
Fixed pseudo procedural erosion not being applied properly
9 Years Ago
Rivers and lake are actual water.
9 Years Ago
Goosey has been committing to the wrong branch :S
9 Years Ago
Faster billboard rendering. Rivers flow down instead of up. Scene stuff.
9 Years Ago
view model SMG animations setup the SMG mecanim controller
9 Years Ago
merge from main
9 Years Ago
Tweaks menu - timings boilerplate
9 Years Ago
Mavis lose anim
9 Years Ago
Smoother cross blending of terrain features, prefab mountains and monument terrain requirements
9 Years Ago
Merge from main
9 Years Ago
- Enemy abilities now support deactivation and duration timers - Enemy shield ability values tweaked
9 Years Ago
added torch animation controllers to swamp court to make lights flicker
9 Years Ago
Disabled overlays (for now)
9 Years Ago
Added UI overlays for end points
9 Years Ago
RPG type 3 fbx + prefab + textures + material + LODs
9 Years Ago
textured and exported fish skull to swamp court env, set up material.
9 Years Ago
- Added EnemyAbilityManager as a central point for granting abilities, to move away from enemy prefabs controlling which abilities enemies can have - Reworked some enemy ability scripts to use new system and deleted some old unused ones - Added AbilityPicker script as a starting point for enemy ability assignment - WIP shield enemy ability (all booze burners get it at the moment, and it doesn't turn off again yet)
9 Years Ago
- NameGenerator improvements. All names are unisex for now.
9 Years Ago
- Skill points are now awarded from level 2 onwards intead of 1
9 Years Ago
- Added targetted enemy health/name bar to top of gameplay UI - Made targetFinder component - Gave enemy prefabs real Name values