192,565 Commits over 4,049 Days - 1.98cph!

7 Years Ago
[D11] [UI] fix for old HUD null reference error
7 Years Ago
version++
7 Years Ago
implemeted replay "faster" button - bumps speed to the next 1x step increment
7 Years Ago
Updated Facepunch.System memory pool to latest version
7 Years Ago
Forgotten file
7 Years Ago
Cleaned up plugins folder
7 Years Ago
Fixed NRE
7 Years Ago
Updated npc test level.
7 Years Ago
Merge from main
7 Years Ago
SFX & audio listener on tribe camera rig.
7 Years Ago
Scene & assets.
7 Years Ago
update replay entry UI
7 Years Ago
Backup
7 Years Ago
added Replay.Play(CommandQueue) that fills a command queue with all of a replay's commands.
7 Years Ago
Progress
7 Years Ago
bits
7 Years Ago
save
7 Years Ago
Made sure all herb resources have the general gather player command
7 Years Ago
Hopefully fixed NRE when deconstructing buildings
7 Years Ago
A bit more work on Scientist AI.
7 Years Ago
removed unused enum from Replay. removed debug printing on replay load.
7 Years Ago
reduced the delay after highlighting the enemy unit that is about to act from 1.5 to 1 second.
7 Years Ago
most stuff now checks settings from the current game mode definition, rather than specific mode checks. added mode definitions for all 5 modes.
7 Years Ago
making eyes blinking great again
7 Years Ago
Standalone build now allows for local server/client connection (currently uses CraggyIsland and can be accessed pressing the steam workshop button on main menu) For this to work it uses a special unstripped assetbundle. Currently has no cleanup code and only tested on windows/editor. Added "AssetBundle/for client+server" script that should build out the asset bundle without any client/server stripping Added "Build/Client/ win64 with local server" Should build out exe with local server enabled Added "Switch/Allow Local Server" for adding the correct defines to enable local servers (ALLOW_LOCAL_SERVER) Added use EDITOR_ASSET_BUNDLE to allow the editor to use assetbundles (added mainly to test that prefabs weren't getting stripped)
7 Years Ago
Webrcon works a little bit now
7 Years Ago
eye shader improvement?
7 Years Ago
more
7 Years Ago
tree pine fbx change to match manual changes on prefabs
7 Years Ago
more eye fixes (probably nothing but unity said it changed when I saved)
7 Years Ago
eye shader fixes
7 Years Ago
Tree trunk item doesn't pool views. Logging for trying to return null view or view without prefab data.
7 Years Ago
Progress on getting standalone server to use pgsql, also adding webrcon support (also added commands cause they were completely missing)
7 Years Ago
Swamp tree atlases Modified swamp trees to render as a single drawcall per tree
7 Years Ago
started refactoring and adding support for a cleaner game mode system.
7 Years Ago
Fixed gamma conversion on detail sprites Removed some shader garbage from the repo
7 Years Ago
[D11] Implemented SendBroadcast in LiteNetLib
7 Years Ago
Scientist work without Navmesh/movement (turret-like).
7 Years Ago
fix what's new /mission sorting issue
7 Years Ago
Slightly faster tree mesh sort
7 Years Ago
Squad.GenerateRandom now also takes a RNG so we can make deterministic generated squads
7 Years Ago
bigwheel no longer shares workbench phrases Phrases rebuild LootPanels Scene2Prefab
7 Years Ago
psd ressources
7 Years Ago
missing textures...
7 Years Ago
adding what's new screen
7 Years Ago
added SetMaps console command to set server map rotation with map ids
7 Years Ago
Hide Signs convar, option
7 Years Ago
Tweaked LOD cell distance mode switching Force rebuild of tree mesh count when doing full LOD refresh (i.e. when changing convars)
7 Years Ago
Yet another merge from main
7 Years Ago
added jump pads to car3, dm2 maps