192,879 Commits over 4,049 Days - 1.98cph!

6 Years Ago
[D11] [UI] forgot to add the new vital bar prefab file
6 Years Ago
Adds SFX for sliders in FE
6 Years Ago
Adds SFX for sliders in FE
6 Years Ago
End of greybox Excavator scene re-organisation Terrain dressing base
6 Years Ago
[D11] Fix achievement when killing scientist with rock
6 Years Ago
[D11] Player game data save changes - client side achievement fixes
6 Years Ago
[D11] Server side achievement fixes
6 Years Ago
Prevent RandomDestroy objects from being considered for instancing
6 Years Ago
world spawn fix
6 Years Ago
adds info panel sfx for join server
6 Years Ago
adds info panel sfx for join server
6 Years Ago
[D11][Tutorial] Fix for issue #1032, objectives will overlap when moving between inventory and crafting screens
6 Years Ago
Experimental SFX precache for Adam to try
6 Years Ago
Experimental SFX precache for Adam to try
6 Years Ago
[D11] DTLS reliable-order message handling integrated.
6 Years Ago
[D11][Tutorial] Changed loading order of scenes during game setup
6 Years Ago
Tidied up world spawn pool and pool grouping stuff
6 Years Ago
[D11] DTLS reliable-order resend message handling in the Unity API.
6 Years Ago
Fix for MeshLOD creating empty renderers, reverted bad commit of gameObject -> rootObject (causing planter placement issues)
6 Years Ago
[D11] [UI] made the thirst bar flash when you try to sprint but you're too thirsty
6 Years Ago
[D11] [UI] Fixed grid numbers and lines having incorrect alpha values when first opened.
6 Years Ago
[D11] DTLS reliable-order retry request implemented in the Unity API wrapper. Request handling side still needs implementing.
6 Years Ago
Merge more NPC work
6 Years Ago
[D11] Fix for craft first firearm achievement
6 Years Ago
Adjusted all testmap_small spawns to start on footpath and face a reasonable direction
6 Years Ago
Fix AI pathing through lot items that stick out beyond the lot
6 Years Ago
Merge empty lot fix
6 Years Ago
Fix empty lot walkable state
6 Years Ago
Merging in NPC work
6 Years Ago
Fix NPCs getting stuck for a while if the closest valid place they can go is a scary place
6 Years Ago
AI stuck check edit
6 Years Ago
Oops, flip a sign
6 Years Ago
Update road nav layer modifiers
6 Years Ago
Modified NPC stuck detection
6 Years Ago
merge from main
6 Years Ago
navmesh fix
6 Years Ago
Disable all agent navigation in buildings. Nav with generated colliders in buildings was causing issues - particularly sometimes sneaking through walls on buildings that don't have a bottom floor foundation. Don't think this used to happen, I suspect a Unity update at some point changed something. We'll just have no NPC/bot nav into buildings for now.
6 Years Ago
ch47 egress state fix
6 Years Ago
compile fix
6 Years Ago
AIInformationZone NRE fix for no AIInformationZone
6 Years Ago
Unity really wants me to update these two prefabs in particular to include the new invisible flag.
6 Years Ago
When NPCs die due to pathing issues, don't drop inventory.
6 Years Ago
merge from main
6 Years Ago
Edit testing game modes
6 Years Ago
Add missing include
6 Years Ago
Give testing game mode NPCs some cash
6 Years Ago
Merge from Main
6 Years Ago
hail mary water q=0 displacement fix
6 Years Ago
remove stray stopping music debug.log
6 Years Ago
merge from main