241,440 Commits over 3,867 Days - 2.60cph!
Automated Windows Build #103
Automated Linux Build #103
* Reduce worhless & confusing srcds console output for workshop
* Fixed a crash issue with "quit" commands on srcds when having workshop addons installed
Automated Linux DS Build #102
Fixed Rcon NRE when supplying invalid IP
Fixed errors when running exec
Automated Windows Build #102
Automated Linux DS Build #101
Cowboy - Forehand volley stand, body & stretch anims + meta
Cowboy - Forehand volley stand, body & stretch anims
Automated Linux Build #101
fixed bug with player animation blending.
Removed forgetIfInterrupted too
Removed overridingActionChain from SmartObject
DecisionMaker.IsEnabled handling
Dropped StatValueChanged and TimeStatModifier into their own files
- Aclohol pump mission placeholder text and disabled location arrows
- Setup alcohol pump placeholder as a BaseEntity and mission object
- Alcohol pump mission now works
- Removed alcohol cloud from pump prefab so it doesn't dissapear when you destroy the pump :)
- Added a linear asteroid dungeon archetype
- Rebuilt asteroid tileset prefabs
improved the 3rd person treadwater animations.
added a swimming forward animation
procmap settings tweaks for ocean rocks
crustacean textures for ocean side rocks
autospawn prefab updates
- Fixed movement speed modifier that would make the player incorrectly increase in speed after all modifiers expired
Small test of Unity's test framework
New road texture set - trail path
- New mission SO
- Reduced level length of new mission flow
- Added a placeholder alcohol pump goal ropom to asteroid tileset
- Rebuilt asteroid tileset prefabs
- Added a new flow for pump mission
- Made a placeholder alcohol pump mission prefab
- Tidied up Tileset folders
Re-organised Conditions script folders into Agent types/generic
Added some Goup Agent specific Conditions (member count)
Added generic EntityCondition type, Added CanFindSuitableAnimal, CanFindWeapon
Added AttackEntity action which updates an Effect template with a new modifier value based on the Attack Power stat, feels like a hack though
Added Unit+Combat partial, doesnt do anything yet (besides store some EffectParameters)
Wolfs should now kill deer and eat the meat. _should_ :3
FOR FUCK SAKE foreground shader, exposing height variable
FOR FUCK SAKE asteroid material
FOR FUCK SAKE wip collision to asteroid block asset
FOR FUCK SAKE asteroid tileset
Starving Effect draing health again
Added Condition failure debug in DecisionScoreEvaluator
ActionChain refactoring, removed ActionChainData, updated all Actions
Broke things
Updated the hitbox system.
Unity 5.3.1
Fixed DataNode layout issues
Data work
Fixed AbilitySettings.BehaviourPlanType not returning Ability as it should have
Added UnitIsCarryingItemCondition
Stat+Blockable stores StackBlocker, not StatBlockerParameters
Cleaned up CanFindOrCraftToolCondition and IsCarryingRequiredToolCondition
Accounted for DecisionPlan.OverrideParameters in GetBonusFactor in DM, and in the ScoreForDecisionMaking acessor