193,981 Commits over 4,079 Days - 1.98cph!

8 Years Ago
Backup
8 Years Ago
Scene stuff LOD optimizations
8 Years Ago
Improved geometry and skinning on wrists/elbows Haircap geometry is consistent across all male/female heads Toned down scaling on some bones Fixed player preview sometimes blinking backwards Added more variation to dark skin colours Possible fix for neck skinning problem on asianmale03
8 Years Ago
more ui rework
8 Years Ago
Fixes to combat targetting
8 Years Ago
Simplified icesheet coliders
8 Years Ago
Increased iceberg and icesheet density
8 Years Ago
Scene stuff
8 Years Ago
Hair sets + piece descriptors Updated hair prefabs to match skin naming format
8 Years Ago
Made ending item transfer missions clearer (both gang and personal). If we've just completed the last task, and we had a target entity, and we were looking at our inventory, and a loot container was showing, and the container was the mission's entity... Then close the inventory so they can see they've completed the mission.
8 Years Ago
Removed random destroy script from abandoned ships
8 Years Ago
Misc cleanup
8 Years Ago
Icesheets/icebergs scene2prefab
8 Years Ago
Optimized icesheet colliders Added renderer and collider batching to icesheet prefabs
8 Years Ago
fixed a case in which units wouldn't actually free up their hands to use a tool. people will now consider dispensables that don't destroy the entity before considering those that do.
8 Years Ago
Added inspector warnings when trying to add the runtime-only batching components to prefabs
8 Years Ago
more
8 Years Ago
Merge from main
8 Years Ago
input 5
8 Years Ago
EAC SDK update
8 Years Ago
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8 Years Ago
Added padding topology (edge of map) Adjusted iceberg and icesheet spawn rules and prefabs
8 Years Ago
Acquire Materials For Fire now ignores entites with disabled SmartObject. EntityValueConsideration now checks for carried tools not only held.
8 Years Ago
fixed game mode starting unlocks not being force unlocked. added some unlocks to testbox game mode.
8 Years Ago
BehaviourChainFilter.OnValidate no longer forces FilterBySmartObjectViability to be false if certain conditions are not met
8 Years Ago
Fix for iceberg_6 colider error
8 Years Ago
Fixed players sometimes spawning in harbors
8 Years Ago
Removed sand from arctic coastline Adjusted offshore topology Added icebergs & icesheets (test)
8 Years Ago
Spawn refresh button in Debug Tools World tab under "biome" Spawn tweaks
8 Years Ago
Frozen shipping container prefabs
8 Years Ago
Merge to save153
8 Years Ago
Spawns
8 Years Ago
A bunch of iceberg mesh fixes Fixed stretched uvs Stopped large icebergs from culling
8 Years Ago
8 Years Ago
input pt 4
8 Years Ago
Map
8 Years Ago
slavic dancing animation
8 Years Ago
input pt3, also removed next turn button event as it wasn't being used (hopefully)
8 Years Ago
input rework pt 2
8 Years Ago
Merge from snow_biome_revamp
8 Years Ago
input rework 1
8 Years Ago
Adjusted biome distributions
8 Years Ago
birch tree mouseover works
8 Years Ago
Fixed that ice lake 3 was rarely spawning Improved ice lake 3 terrain blending
8 Years Ago
Removed Stick and Firewood. Renamed Big Stick to Stick. Branches and Logs can now be put directly into the fire. OnValidate things in SpawnPopulation and ItemSpawner to remove null spawns.
8 Years Ago
Added DispensableWrapper.IsUsableAsDispensedItem, indicating that the dispenser entity itself can be used in place of the item it dispensers (e.g. in crafting, machine procesess, etc)
8 Years Ago
added MatchDefinitionDatabase AI games take GameSettings
8 Years Ago
When creating a new terrain, store its data maps uncompressed (Unity 2017 regression)
8 Years Ago
Removed incorrect topology script from rock_med_c forest decor prefab
8 Years Ago
Monuments only spawn in parts of the map that belong to their tier Added bounds to MonumentInfo (have to be fully inside the monument tier)