193,073 Commits over 4,049 Days - 1.99cph!

7 Years Ago
crafting table update with small rock renderer for seb
7 Years Ago
Improved WiseGuysTools mode selection interface
7 Years Ago
Added client file cache corruption detection (+ automatic resolution)
7 Years Ago
idle AI tweaks. Added next winning GPV button to debugger.
7 Years Ago
Launcher attack LOS change. Fixed some AI functions not correctly checking attack tile type, so they can't cheat by firing at blank tiles any more.
7 Years Ago
Made combat logs event serializable When a combat event is triggered it is now sent to the owning player client When a client receives an event it gets printed into the chat (uncheck printCombatLog on UIChat to disable this)
7 Years Ago
Game mode definitions can now hold NPC spawn data. Could do with a nicer Inspector interface though.
7 Years Ago
Character type/role refactor with a view to supporting game modes. Character types can now be defined as individual ScriptableObjects (see the new Resources/character/character.types folder), with no limit on the number of configurations. These will then be assigned to Game Mode objects as NPC types to spawn, or player spawn types. Starting inventory can be customised as well.
7 Years Ago
Exposed status effect procs on BaseMelee
7 Years Ago
Compile fix
7 Years Ago
Bounds checks to check that player is in range of corpse to loot isn't working reliably, check now also measures distance to the model's transform (not a great solution, seems to help though) Also increased distance tolerance for looting from 4 units to 8
7 Years Ago
Fixed equipment and worn items not appearing when looting another player
7 Years Ago
Only 2 FX left
7 Years Ago
Added a StatusEffectChance list to TimedExplosive to apply effects to units in range of an explosion Minor fireball now applies Poison5-30 (for demo purposes)
7 Years Ago
Fixed player movement not fully being disabled during a stun Also fixed gravity not being applied during a stun
7 Years Ago
More FX prefabs.
7 Years Ago
added first pass work experience scene
7 Years Ago
Oak trees / meshes / textures / LOD's / prefabs
7 Years Ago
Merge in all Bill Ford's fixes
7 Years Ago
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7 Years Ago
Viewmodel Clothing fbx files
7 Years Ago
Fixed BeforeAtmosphericScattering shader func cases where unity_MatrixVP was no good
7 Years Ago
Merge from main
7 Years Ago
Burner can now also fire diagonaly! Launcher can now attack any immediately adjacent tile. Reworked BoardUtils.GetTransformedBoardPoint() to step through one tile at a time, checking bounds, to allow for diagonal attacks to be correcty clamped to the board. added Tile.GetPivotDirection() to get a a cardinal direction from a tile to an adjacent tile updated UnitAttackAreaLine to work with diagonal attacks added UnitLoopAttackRange deleted UnitLineAttackRange as its not used (never was)
7 Years Ago
Simplified cap mask setup on dye sets; no explicit uv1 or uv2, now automatic via hair collection type Optimized material property desc using shader property ID instead of name; adjusted material copy
7 Years Ago
Flipper can now correctly target empty or friendly tiles
7 Years Ago
added NE, SE, SW, NW directions to Direction enum BoardUtils.GetTransformedBoardPoint and Board.GetTIlesInDirection can now handle new directions.
7 Years Ago
updated Igniter attack description string to reference damage variable
7 Years Ago
refactored some attack damage calculation functions. added BuffMin and BuffMax properties directly to Unit (they check the unit tag values) tile burning damage effect now applies the attacking units damage range as the damage, not a hardcoded value.
7 Years Ago
rename
7 Years Ago
ai.npc_enable 1 by default
7 Years Ago
switch compile fixes
7 Years Ago
Fixed warning Effect.Init - invalid entity. Cleaned up ai related convars.
7 Years Ago
Merge from main
7 Years Ago
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7 Years Ago
First working version of hair cap mask assignment Enabled hair caps on all relevant skin materials Added new PlayerModelHairCaps component to head, torso and legs Tweaked player model rebuild material property block handling
7 Years Ago
Wrong filename.
7 Years Ago
More FX
7 Years Ago
And more.
7 Years Ago
Merged in ai branch
7 Years Ago
Default npc spawn settings
7 Years Ago
Codegen
7 Years Ago
Merged from main
7 Years Ago
Refactored squad management in an effort to combat stalling issue. Misc smaller improvements to ai.
7 Years Ago
More FX
7 Years Ago
merge from main
7 Years Ago
More FX
7 Years Ago
more
7 Years Ago
units moving to escape dangerous tiles will now look to move somewhere they can also attack a unit from first
7 Years Ago
attacks now can specify if the regular damage attack should be applied or not. Fixed igniter unit not being able to directly target units.