192,439 Commits over 4,049 Days - 1.98cph!

7 Years Ago
more WIP on Bandit guard AI.
7 Years Ago
upload srcds probably
7 Years Ago
Null check in CraftingOrderElement. Tree should assign the player commanded status to the trunk now.
7 Years Ago
populations scale tweaks
7 Years Ago
progress backup
7 Years Ago
underwater plants movement tweaks
7 Years Ago
Player spawns are no longer random
7 Years Ago
Underwater foliage spawn files/properties
7 Years Ago
updated script to remove colliders from lods
7 Years Ago
Actual fix to triggers that aren't linked to effects.
7 Years Ago
Underwater plant art files (models/textures/mats)
7 Years Ago
Removed a gang, moved doll spawns.
7 Years Ago
Mouse hidden on death screen
7 Years Ago
Dispensables now have a min and max starting quantity. Stick piles start with 1-4 sticks
7 Years Ago
Composter gibs
7 Years Ago
Unified various popup windows so that they're consistently tied to the notification feed GameEventManager has removal buffer, fixes IOEs when playing event that end instantly
7 Years Ago
in OnPreprocessModel set importer.importVisibility = false
7 Years Ago
enabled hidden meshes
7 Years Ago
stickpile has max sticks 5 & starting quanity 3
7 Years Ago
compound bow functionality
7 Years Ago
Removed a smaller allocation PooledList was doing that isn't relevant anymore
7 Years Ago
Added Settlement Has Enough Housing need
7 Years Ago
Make PooledList<T> use FP.System's pooling so it wont allocate as much
7 Years Ago
Workaround for triggers never getting triggered if they aren't used by any effects
7 Years Ago
Spit cost upped to 20 sticks so constructing it is vaguely some sort of achievement
7 Years Ago
Editor NRE fix
7 Years Ago
Added back housing need but reworded to indicate that it's optional. Moved it to level 2.
7 Years Ago
Settlement Desirability NRE fix
7 Years Ago
Some more temp fixes for NetworkUser references not being around.
7 Years Ago
compound bow functionality baseline
7 Years Ago
WIP on bandit guard AI.
7 Years Ago
...
7 Years Ago
Break go to smart object if the interaction plan gets disabled.
7 Years Ago
Waiting for next interaction breaks if the interaction gets disabled
7 Years Ago
merge from main
7 Years Ago
updated lods, added worldmodel prefab, nudged draw bow sounds
7 Years Ago
voice codec
7 Years Ago
...
7 Years Ago
Quick fix for overjoining, possible workaround for missing networkuser references.
7 Years Ago
game mode references networkentity
7 Years Ago
tweaked ironsight to match anim better, added sounds and anim events, updated skinning of strings, updated prefab
7 Years Ago
more
7 Years Ago
Fixed sentences*.txt including mismatch between clients and server
7 Years Ago
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7 Years Ago
testing another fix
7 Years Ago
[d11] add a rough integration of the MiniUDP library (needs optimisation), just to try out, though it seems to work better than LLAPI.
7 Years Ago
Small tidy up to LLAPI stuff, there's no unsafe code any more. Increase packet buffer sizes as it's likely to run out during level loading.
7 Years Ago
testing an error fix