193,995 Commits over 4,079 Days - 1.98cph!

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)
8 Years Ago
Combat skill gain will now apply the threat bonus regardless of who is attacking or not at the time, also cleaned it up a bit
8 Years Ago
merge from main
8 Years Ago
Added Item.CanBeUsedAs method
8 Years Ago
GameSettings
8 Years Ago
splats
8 Years Ago
Removed target list from Unit.Combat, replaced info class with struct. Refactored a bunch of code
8 Years Ago
secret_bunker_1 scene setup & files
8 Years Ago
Derive tangent basis for layers using uv1 (e.g. blend4-way)
8 Years Ago
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8 Years Ago
Iceberg material tweaks / heighmap tweak
8 Years Ago
secret bunkers hatch and frame models, textures & prefabs
8 Years Ago
Fixed SetDestinationSettings radius modes breaking early due to bad distance check
8 Years Ago
Replaced Unit.Combat debug logs with EntityComponent.Log variants for auto context/entity log support Unit.Combat.TryAttackTarget cleanup
8 Years Ago
Desire removal on GP failure WIP
8 Years Ago
Misc
8 Years Ago
Entity log clear button, max logs display field
8 Years Ago
HtmlPanel, awesomium needs js bindings
8 Years Ago
Merge from main
8 Years Ago
Monuments default to "all tiers" on their MonumentInfo component All remaining monuments (like caves) spawn on all tiers
8 Years Ago
map updates
8 Years Ago
Subtracting unit occluder stuff from main
8 Years Ago
Cherry picking jarryds occluded units stuff to a branch
8 Years Ago
Bradley unstuck
8 Years Ago
Backup
8 Years Ago
fix option toggle
8 Years Ago
First pass on a system to fade objects that are occluding the player's view For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update The fade material is just a transparent standard shader, this could definitely be improved
8 Years Ago
Stop gang members from getting object highlights on items for OTHER gang's missions
8 Years Ago
Better gang notifications
8 Years Ago
Added notification when enemy uses gang safe
8 Years Ago
candle hat default blueprint metal window bars cheaper to research
8 Years Ago
Rename only
8 Years Ago
Gang members get a notification when an enemy enters their gang building
8 Years Ago
added stance modifiers, less accurate when standing, even moreso when moving same accuracy as before when crouching added loot tier types to monument info Warehouse tier 0 Gas station tier 0 Lighthouse tier 0 Supermarket tier 0 Harbor tier 0 and 1 Airfield tier 1 Satellite dish tier 1 Dome tier 1 'Radtown 3' tier 1 Trainyard tier 1 Water treatment plant tier 1 Launch site tier 2 military tunnels tier 2 Powerplant tier 2
8 Years Ago
Added terrain filters to icebergs/icesheets to prevent them from spawning on the beaches Some more scene tweaks
8 Years Ago
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
8 Years Ago
Started a notification manager thing but then decided to do things a different way. Just saving this work