198,704 Commits over 4,140 Days - 2.00cph!

7 Years Ago
[D11] [UI] Map no longer fades out when HUD is disabled. Ignores parent alpha canvas'.
7 Years Ago
fix to get career mode starting again
7 Years Ago
more
7 Years Ago
More mod slot reworking. Merge from main.
7 Years Ago
refactored out the slot type array ready to use the new Slots setup
7 Years Ago
fixed normals on fake nose and thick rimmed glasses, rebaked ice cream hat to bake topping directly on to icecream mesh, turned down ball launcher trophy ball glow, rebaked confetti cannon trophy normals
7 Years Ago
re-skinned and re-exported Matts updated mesh
7 Years Ago
Fixed errors when trying to return a generic view (group, etc) to the pool
7 Years Ago
wip Mod/modslot rework
7 Years Ago
Fixed the issue with the toolbar defaults
7 Years Ago
[D11] Fix for hanging on "Preload Assets" on second time into map from frontend. Arguably it should be using the bootstrap query like "IsBootstrapTaskComplete("Bootstrap_WarmupBundle_Init" but both the frontend and the bootstrap are on defines so to support them all properly would be kind of messy, as the older code paths are deprecated, it can be brought in line.
7 Years Ago
Fixed MachineRequirements.WriteToBlackboard returning true when it shouldnt
7 Years Ago
ran clean up tool on units
7 Years Ago
Only generate max of 1 type of each mod slot per unit. Order mod slot appearance consistently across units.
7 Years Ago
Disable physics on trunks when they hit the ground
7 Years Ago
relinked all unit assets
7 Years Ago
Added Tools/Clean Unit Prefabs
7 Years Ago
UnitView NRE fixes
7 Years Ago
[D11] Tag some assets with "D11IgnoreTestAsset" to exclude from the manifest, and therefore from the warmup bundle, and from being loaded in the warmups. The assets are mostly copied from work on the tutorial branch, but the filtering logic is a bit simpler. Saves ~160MB off the warmup bundle.
7 Years Ago
[D11] [UI] Checkin of Death Marker prefab files.
7 Years Ago
Machine requirements fact can read process from blackboard when writing plans, filtering results for process-compatible targets Fire lighting uses machine requirements fact Fixed condition group editor rendering not displaying mode control properly
7 Years Ago
All options added
7 Years Ago
Fixed missing Profiler.EndSample in TeamUpdate
7 Years Ago
More options updates
7 Years Ago
adding screenshots
7 Years Ago
Fixed NREs when spawning non-game ready entities Only warmup game ready assets in builds, everything in editor
7 Years Ago
[D11] [UI] Added death marker assets and set up to work in Map UI.
7 Years Ago
[D11] [UI] updated bootflow screen visuals (logo screen, autosave info, disclaimer)
7 Years Ago
lots of animal lods
7 Years Ago
Fixed NRE in BuildingRequirements fact setup due to OOE
7 Years Ago
[D11] [UI] Selected crafting icon now displays name of skin. Crafting queue icon navigation fix.
7 Years Ago
Merging bug fix. Seems to work.
7 Years Ago
Added behaviour count condition & consideration
7 Years Ago
Added ocean_patrol_path_iterations convar Added timer / editor loading screen text to ocean patrol path generation
7 Years Ago
fixed player panel turn glow not resetting properly
7 Years Ago
Fixed tribe create ghosts
7 Years Ago
Building module priority fixes (people should gather more than one item at a time again). StockpileRequirements finishing touches. Stockpiling AI using StockpileRequirements fact.
7 Years Ago
[D11] Selected blueprint now switched to TMP additional elements added
7 Years Ago
update reflection probe area update logo resolution
7 Years Ago
Fact provider settings types must implement ShouldInstall(Facts) method for auto-provider creation Dispenser interaction wrappers can define an animation bool, used by SetInteractionAnimatorBool action
7 Years Ago
Added AvatarCustomisation.CreateRandomAvatarCustomisationGroup. AI players equip random avatar customisations (including locked items).
7 Years Ago
[D11] strip some components only needed for client-side procgen, this means client prefab pre-processing is enabled. This is mostly just merged from the streaming branch, with any extra components founds suitable to strip. The prefab processing will change again when that branch is ready to merge back.
7 Years Ago
[D11][AUDIO] Next round of audio asset fixes and optimisations.
7 Years Ago
[D11] ps4 sign in stuff
7 Years Ago
Dropping unneeded stuff AI stockpile filter no longer looking for Profession building category.
7 Years Ago
Data fixes
7 Years Ago
Interaction wrapper animator bool test
7 Years Ago
WaitForTree action rename to WaitForTargetDestruction to match class name change
7 Years Ago
Lazy bots now get ready properly for new rounds
7 Years Ago
Stone harvesting AI uses mine interaction