193,639 Commits over 4,079 Days - 1.98cph!

7 Years Ago
srcds_linux_x64 sort of launches
7 Years Ago
dedicated lib/launcher
7 Years Ago
linux64 launcher, togl
7 Years Ago
dedicated engine.so builds too
7 Years Ago
engine_client.so links happily
7 Years Ago
Sewer Branch backup
7 Years Ago
Attempt to fix random black pipes problem
7 Years Ago
More progress on the new NPC sensory system.
7 Years Ago
NPC sensory system rework, WIP.
7 Years Ago
progress backup
7 Years Ago
Game modes can decide if they support shops or not. Also added some standard colour definitions to keep things consistent through the project.
7 Years Ago
Merge: Finish off removing the hack on UI text. Make it work nicely with the new system.
7 Years Ago
Finish off removing the hack on UI text. Make it work nicely with the new system.
7 Years Ago
Merge from Main
7 Years Ago
Disabled high quality shadows (PCSS) on glcore (sampling bug)
7 Years Ago
Snappier human movement.
7 Years Ago
Work time consideration returns 1 all the time (pending exposure as a player controlled mechanic)
7 Years Ago
Nuked MinAngularSpeed from nav data, Navigation sets angular speed from data every frame (for tweaking)
7 Years Ago
switched priority of changing combat ability with attacking to hopefully avoid people using the wrong abilities sometimes.
7 Years Ago
Just needs testing now...
7 Years Ago
Human basic attack range to 0
7 Years Ago
Movement mode AI to higher priority
7 Years Ago
UI save
7 Years Ago
Fixed new roles UI stuff causing successive selection, various related cleanup (removed RoleSelector) Added role assignment to detail view widget
7 Years Ago
Cook Animal On Spit checks if corpse is skinned. More command generation blackboard stuff.
7 Years Ago
Command generation for depositing to machine now writes to the Unit BlackboardKey
7 Years Ago
Interactions can now define a tool requirement which can be overridden in the wrapper. Skinning requires blade or axe.
7 Years Ago
Fixed some UI errors etc.
7 Years Ago
Various role assignment UI improvements
7 Years Ago
Most of the game mode seems to be working.
7 Years Ago
engine lib compiles, missing some deps
7 Years Ago
some of the lunix libraries build
7 Years Ago
linux x64 luajit builds
7 Years Ago
build-dependents for x64, (except for chromium_process)
7 Years Ago
linux64 vpc bin
7 Years Ago
added hat morphs to lod1 hairstyles so they no longer clip through headwear
7 Years Ago
extra sewer tunnel block Sewer Branch fresh dressing pass underground
7 Years Ago
progress backup
7 Years Ago
Added Definition.GameValid array Unit info widget has a role assignment row built in Disabled roles UI widget at top of screen, added button to open this window to the menu in the top right
7 Years Ago
Added basic game starting criteria
7 Years Ago
Trigger stop call
7 Years Ago
tweaked dye materials to be slightly less shiny. more work on hairstyle 7, final and lods
7 Years Ago
Changed NetworkGameMode start/end triggers to ScriptableObjects per Bill F's suggestion
7 Years Ago
progress backup
7 Years Ago
offshore island progress
7 Years Ago
caged idle, downed ill, stir pot anims, not hooked up
7 Years Ago
progress backup
7 Years Ago
7 Years Ago
Minor fix
7 Years Ago
Merge in my branch. Lots of changes around the place, but the main addition that's noticeable is that NetworkGameMode implementations can utilise four new virtual character location-based methods: OnCharacterBuildingUnitEnter, OnCharacterBuildingUnitExit, OnCharacterSellZoneEnter, OnCharacterSellZoneExit.