190,957 Commits over 4,049 Days - 1.97cph!

7 Years Ago
wolf backwards root motion (for testing)
7 Years Ago
Improved hostility checks for Scientists.
7 Years Ago
progress backup
7 Years Ago
static small water catcher and t2 bench
7 Years Ago
coin layer change, max active coin cap of 3
7 Years Ago
Reduced penalty for targeting fleeing units. Merged methods for enabling and disabling avoidance into that property that also does it. Commented out the avoidance fuckery in navigation tick.
7 Years Ago
wip collectable coin drop stuff for career mode matches
7 Years Ago
physics tickrate tweak
7 Years Ago
progress backup
7 Years Ago
Moved viewmodel clothing meshes from prefabs/arms to their respective clothing folders.
7 Years Ago
Entity.GetSequenceMovement Is now also shared
7 Years Ago
NPC turrets ignore NPCs when targeting.
7 Years Ago
Added Fight chance override for ages / genders. Stags now have some chance to fight
7 Years Ago
Internal SetModel changes clientside to do with automatic SetCollisionBounds call
7 Years Ago
bug fix for help prompts listening for events when they shouldn't
7 Years Ago
Compound walls / added additional LOD level
7 Years Ago
Fixed monster_scientists always having random skins in all cases
7 Years Ago
compound terrain blend map tweak
7 Years Ago
big bag o changes scene2prefab compound
7 Years Ago
rat ragdoll work
7 Years Ago
Added scientist spawns and patrol prefab to level Navmesh setup Scene2Prefab compound
7 Years Ago
replaced vending machines to NPC vending machines in level scene2prefab
7 Years Ago
deleting some crap
7 Years Ago
fix for wobbling yams
7 Years Ago
Physics mats for my test map, so I can test stuff with decals
7 Years Ago
Not sure why inaccuracy delta would use mag size, so reverting al ine to Bill F's original version.
7 Years Ago
Going back though the repo, the later version of view punch never quite worked, but it looks like this is how it was MEANT to work.
7 Years Ago
Weapon view punch is back. Not really doing much though, need to tweak it.
7 Years Ago
Tribe needs reworked; now come in 3 types (Global, Settlement and Unit) and triggered by same TriggerSet system as effects Needs are no longer treated as tiers, added tiered progression system boilerplate (ProgressionTierDefinition) Loads of AI trigger refactoring Settlement UI placeholder
7 Years Ago
Get rid of the loading screen slide animation
7 Years Ago
compound vending machine baseline
7 Years Ago
cloth mods
7 Years Ago
missing profiler EndSample
7 Years Ago
Alert effect now works as intended
7 Years Ago
merge from main
7 Years Ago
.
7 Years Ago
Smoothing out road elevation.
7 Years Ago
Added windx manager api to compute wind force at location
7 Years Ago
more rat polish
7 Years Ago
Fixed missing LOD0 on diving mask
7 Years Ago
Added clothsim awnings to the compound scene / tweaked no-stripe materials
7 Years Ago
Diving Mask LODs Material fixes
7 Years Ago
sound player culling for awning
7 Years Ago
progress backup
7 Years Ago
Fixed server side stair collider rotation sometimes being incorrect after rotating
7 Years Ago
merge from main
7 Years Ago
lower awning volume
7 Years Ago
Dving Fins LODs
7 Years Ago
lod tweaks
7 Years Ago
awning cloth