145,918 Commits over 2,498 Days - 2.43cph!

3 Years Ago
removed hit from the base layer (even though it wasnt being used)
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3 Years Ago
Use Rig from CitizenRig Added Reset Bone Positions to skeleton
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3 Years Ago
Cannon tweaks, add jetpacks to tower level Merge branch 'master' of github.com:Facepunch/Tub
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3 Years Ago
Removed unused material (Material/Materials/citizen_teeth.mat) Fixed teeth model with transparency Applied material to teeth in test scene
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3 Years Ago
Storage boxes pushable on DevTest
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3 Years Ago
Added PushableRigidbody
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3 Years Ago
more
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3 Years Ago
...
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3 Years Ago
Fixed path bug
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3 Years Ago
Fixed AI debugger not cleaning up properly when closed AudioManager history no longer uses DateTime, clears on session reset
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3 Years Ago
thunder sfx
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3 Years Ago
progress backup
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3 Years Ago
Map changes
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3 Years Ago
Teeth billboard created + removed popeye arm tamper Merge branch 'master' of Citizens
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3 Years Ago
Movement is updated every frame, instead of fixed update Added DebugDraw.Normal Moved ControllerComponent to its own file Changed IsActiveMode to IsActive Added Push ControlMode Implemented Player.IsPushing Merge branch 'master' of RoomLevel Fixed Player model layer (getting decalled) Tweaked player air speed Pushing hooked up
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3 Years Ago
Following combat target now picks a destination at the desired range instead of directly setting the destination at target and relying on the action to do the rest.
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3 Years Ago
Added rig skeleton Added rig skeleton file to be used for avatar ( no meshes) Merge branch 'master' of Citizens Merge branch 'master' of Citizens Merge branch 'master' of Citizens
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3 Years Ago
uvs added to source map, modified texture to fit non eyelid
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3 Years Ago
re-enabled testbox wolves
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3 Years Ago
fixed normal seams again
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3 Years Ago
Fixed SuppliesCondition not working in Need fulfilment evaluation Settlement levels can have conditions Effects editor has refresh & create buttons Settlement leavers create their own group, Unit.Group is no longer null
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3 Years Ago
Simplified NetworkGameMode creation events. Decided AutoFiringEvent was trying too hard to be clever
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3 Years Ago
Made the cannon work
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3 Years Ago
moved game modes
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3 Years Ago
updated citizen.fbx with different export settings Used Centermeters rather than inches in fbx export, seemed to fix it?
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3 Years Ago
wip input rework
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3 Years Ago
Effects.CanApply returns false is the effect is not flagged as game valid
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3 Years Ago
Fix events
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3 Years Ago
Cherrypicking CS
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3 Years Ago
Animations meta folder
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3 Years Ago
multicore render works again
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3 Years Ago
Idle animation, eyeball tweaks Merge branch 'master' of RoomLevel
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3 Years Ago
EntityConsumeValue now has a bool to check if the target is consumable by humans. All animal food AI now uses the basic ConsumeValue consideration.
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3 Years Ago
build the all the stdshader libs for 64-bit builds
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3 Years Ago
Deleting citizen.FBX Adding Citizen.fbx Deleting citizen_normalsfix.FBX
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3 Years Ago
fixed color correction...
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3 Years Ago
New exterior materials Better expansion previews
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3 Years Ago
overwriting from source
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3 Years Ago
Moving character events around
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3 Years Ago
Can get NumListeners from your weak ref event
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3 Years Ago
Ship Entrance is now a movable prop "clear_passengers" command + cleanup
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3 Years Ago
Game modes now have character events available to override. Added a WeakEvent class for memory leak safety.
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3 Years Ago
avoid bullets powerup poweurup display name doesnt automatically include level repel when grazed powerup active repel powerup powerup double pattern
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3 Years Ago
Optimised ship room placement Raised balloon, added ceilings to floors
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3 Years Ago
3 Years Ago
Async read fallback to native path on unsupported platforms (e.g. glcore) Better async read fallback/safety handling on coverage and culling
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3 Years Ago
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3 Years Ago
Oops, removing my debug changes
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3 Years Ago
Removed pool checking for CharacterState and CharacterMotorState, since Bill F's changes mean they're no longer pooled.
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3 Years Ago
Added support for generating terrain splat texture arrays Added texture array asset inspector override for working preview Changed terrain rendering from atlas textures to texture arrays (finally) Doubled parallax occlusion mapping sample count
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