192,968 Commits over 4,049 Days - 1.99cph!

7 Years Ago
Cohesion will start to drain after a number of hours if requirements for a currently active necessity aren't met.
7 Years Ago
Unpacked all materials (for now)
7 Years Ago
set composite materials to not use sRGB and tweaked composite textures accordingly, material tweaks, made alpha more solid at distance
7 Years Ago
More UI
7 Years Ago
Fixed gun issues stemming from itemcontainer deserialization
7 Years Ago
Fixed group nessssities component not being enabled on the tribe More UI bits
7 Years Ago
more
7 Years Ago
More terrain blend map work, better technique Anchors fix to power sub stations
7 Years Ago
Group Entity Filter improvements. Added adult member count to Group. Necessities can now create Possessions requirements.
7 Years Ago
Fixed a few more warnings
7 Years Ago
Added a couple new convars to control the ai execution.
7 Years Ago
Improved load balanced execution of AI.
7 Years Ago
CareerUnitMod can now have multiple modifiers. Health modifier now modifiers current and max
7 Years Ago
UI bits
7 Years Ago
Necessities improvements
7 Years Ago
Fixed problems with helditem spawning
7 Years Ago
Renamed ProgressionTier to Necessity. Moved Necessities to a separate component. Any Necessity which has been completed at some point will now remain unlocked. Unlock data tidy up.
7 Years Ago
reworked mod slot UI stuff, now works.
7 Years Ago
Fixed vm torch not hitting centre of screen, tweaks to anims
7 Years Ago
Disabled scenario/map choice
7 Years Ago
uv tweaks
7 Years Ago
NPC setup.
7 Years Ago
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
7 Years Ago
ItemManager and everything that uses it converted to the new ServerClientSingleton. HeldItems not showing up anymore, need to work out why. You can use ItemManagerClient or ItemManagerServer calls if you KNOW method calls will be be server or client origin specifically. If you're not sure which it'll be called from, methods in the base class let you pass an isServer bool.
7 Years Ago
Reducing the server/client split singleton types to one for simplicity. This should be enough for now at least. In summary: - The old singleton types are fine if you're only going to have one even in listen server mode - If you're going to have one on client and another of the same type on server, use ServerClientSingleton
7 Years Ago
Singleton edit
7 Years Ago
New singleton classes that support two copies of the same singleton on listen servers, one for server and one for client.
7 Years Ago
Toadlok setup.
7 Years Ago
Fixed missing stranger AI field in GroupMember on Human
7 Years Ago
New RPC conditional - IsActiveSecondaryItem Moved some shield bash logic out of BaseMelee into BaseShield BaseShield now derives from AttackEntity (since a shield can now attack things) Exposed an ImpactSoundDefinition field for when a shield bash connects with a target (just put the regular wooden block def in for now, sounds ok) Exposed bashDamageTypes on the BaseShield to control how much damage each bash can do (38 with 7 variance right now, same as sword)
7 Years Ago
Fixed radial menu being isolated in modal state (other UI would fade out) Fixed vignette UI image blocking raycast
7 Years Ago
gui vignette tests
7 Years Ago
InfluenceAndTerritory.handleUnit ignores dead units
7 Years Ago
Removed old stockpiles from unlocks
7 Years Ago
Wood & stone stockpile data
7 Years Ago
Stockpile supports max amount per entity type
7 Years Ago
Actions.DropUnit adds the unit to Group.Supplies, if dead and non-human
7 Years Ago
Basic shield bash implementation
7 Years Ago
Stockpile material anim reworked to support multiple meshes for various entity types
7 Years Ago
IMesh:BuildFromTriangles can do userdata too
7 Years Ago
NPC setup & sound files.
7 Years Ago
Minor refactoring
7 Years Ago
Compile fix
7 Years Ago
Compile fix
7 Years Ago
Compile fix
7 Years Ago
Compile fix
7 Years Ago
Various fixes.
7 Years Ago
Treat warnings as errors - let's see how this goes
7 Years Ago
Updated bundle split tool
7 Years Ago
Bundle splits (added a third texture bundle)