192,964 Commits over 4,049 Days - 1.99cph!

7 Years Ago
Hostility check now checks if the other unit is attacking a member of our group
7 Years Ago
Scene2Prefab
7 Years Ago
Stationary scientists also have interest points to look at when idle. Improved interest point usage when patrolling a route.
7 Years Ago
wip rework of the my next match panel for post match stage
7 Years Ago
More EntityManager tick cleanup, budget config etc Added RaidSpawnPoint component for animal raids to use instead of random flakeyness
7 Years Ago
More lenient facing target condition
7 Years Ago
Removed old tick routine
7 Years Ago
EntityManager upate cleanup
7 Years Ago
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7 Years Ago
more fixes
7 Years Ago
bunch of squad editor UI fixes/nre
7 Years Ago
Don't strip child objects when tagged as "persist" Fixed spinner wheel placement NRE (in editor?)
7 Years Ago
Fixed bug with camera rotation not being correctly disabled when entering squad editor UI with mouse and re-enabling when exiting the UI with mouse
7 Years Ago
Fixed issue with vm rock idle popping
7 Years Ago
High external walls and gates decay much faster when placed outside of TC range
7 Years Ago
Combat log is delayed by 10 seconds (combatlogdelay convar)
7 Years Ago
BBQ volume tweaks to prevent clipping through walls
7 Years Ago
Merge from building_system_3.2
7 Years Ago
Merge from main
7 Years Ago
Merge from main
7 Years Ago
Eoka desc update Diving suit typo fix Phrases
7 Years Ago
block players inputting items into APC crate
7 Years Ago
approaching player units now shouldn't happen if we already have a combat target
7 Years Ago
7 Years Ago
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7 Years Ago
Removing the zombie looper for now as it's bugged. Have added a TODO to put it back later.
7 Years Ago
Remove zombie looper from playable chars
7 Years Ago
Revert testing
7 Years Ago
Networking issue testing
7 Years Ago
Networking issue testing
7 Years Ago
Networking issue testing
7 Years Ago
Fix indent
7 Years Ago
View punch merge
7 Years Ago
View punch!
7 Years Ago
View punch curves didn't work too well. The curve position decay vs. the time between weapon shots caused issues in particular (e.g. In an extreme example, if minimum time between shots was > decay time, the curve would never progress). Changed to a simple recoil force value, and made the eye punch target pos increment instead, so multiple shots in quick succession can still boost total recoil.
7 Years Ago
7 Years Ago
Zombie mode fix
7 Years Ago
Zombie mode back to normal
7 Years Ago
Another zombie mode mod. Testing to work out a networking issue.
7 Years Ago
TEMP zombie mode change for instant start
7 Years Ago
Optimised some campfire related target filters to filter by ID
7 Years Ago
Disabled forced agent tick after behaviour execution by default, added option to AI config to enable it
7 Years Ago
Fixed null arg
7 Years Ago
Entity manager unit view culling and FoW vis routine moved to FixedUpdate, uses non-alloc CalculateFrustumPlanes
7 Years Ago
Player component profiling
7 Years Ago
UnitInfoWidget optimisation
7 Years Ago
Weapon inaccuracy + recoil + view punch work.
7 Years Ago
Switched my singleton classes back to my old system of sub-methods - the WiseGuys-style virtual method override system was too risky in terms of requiring the user to know they had to call base.Method.
7 Years Ago
added basic divesite scuba gear spawns in tool crates protocol++
7 Years Ago
Fixes roles assignment UI not showing unit rows