224,000 Commits over 3,684 Days - 2.53cph!

6 Years Ago
Cleanup
6 Years Ago
Holding left shift (in editor) when clicking play match will auto grant the player a win without playing the match
6 Years Ago
Fixed grazing area move action having a radius of 0
6 Years Ago
Nuked GroupHierarchy component, moved rank stuff to new Unit.GroupMember component Renamed Action to AIAction to stop annoying conflict with System.Action AI namespace shit
6 Years Ago
ItemDesire now uses ItemFilterSet. Implemented WriteToBlackboard for all desire types. Cleaned up setting weight and momentum of Desires.
6 Years Ago
wip UIMod_Market add a mod to player team inventory on career creation for testing
6 Years Ago
bullet pattern velocityFunc, mine bullet powerup pattern/bullet levels powerup bullets get level param bullet pxcDamageFunc Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity turn off floaters again
6 Years Ago
moved ModInventory out of Career and into CareerTeam. every team has a mod inventory, serialized/added to proto.
6 Years Ago
more mod market wip more functionality for ModInventory
6 Years Ago
Hooked pick up animation into pick up rubbish action
6 Years Ago
market unit/mod tabs and views now work
6 Years Ago
Interaction points can now declare a animation type and string Scale changes, multi-apply prefab tool Reordered passenger init
6 Years Ago
Merging equipment_slot_rework
6 Years Ago
Merge from main
6 Years Ago
Updated Data.dll with new primary/secondary containers Hopefully fixed the weapon disappearing bug Reduced belt size back down to 4
6 Years Ago
Character interface stuff
6 Years Ago
Ran CodeGen to make new button input work
6 Years Ago
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
6 Years Ago
Needed to add some #if SERVER flags around serializing to remove errors when in Client-only mode. We may be able to remove these later. Also fixed a bug in SingleUserInteractableEntity.
6 Years Ago
Q to swap equipment sets (not currently working, code is setup though) Some belt stuff
6 Years Ago
Character still has a bunch to do but not kinda works. You can walk around. Switching the default spawn to character instead of spectator.
6 Years Ago
Character conversion work. See notes above 'Action subLateUpdate' in Character.cs for more info.
6 Years Ago
turned on world grav
6 Years Ago
Reverted the spell commit from yesterday
6 Years Ago
Ship airlock system. -Updated ship Interior mesh to have an airlock room. -Working doors that kind of act correctly. -UI and control of doors done.
6 Years Ago
Pre-spawn
6 Years Ago
Progress
6 Years Ago
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6 Years Ago
Scene backup
6 Years Ago
Protobuf things for Raiding component
6 Years Ago
more
6 Years Ago
Ported the rest of the serialization methods. all untested.
6 Years Ago
more market wip
6 Years Ago
Change lod distance factor to a reasonable value so lods are actually in use Add source path to models so the source file can be traced back
6 Years Ago
IO/Trigger
6 Years Ago
Added player building proxy meshes for reflection pass Added reflection.quality convar (0, 1, 2 - defaults to 0, unsaved for now)
6 Years Ago
Fixed some UI widgets not being properly managed by modal state changes and sibling isolation
6 Years Ago
Melee attack, hold down instead of clicky Simple reusable button Next level Button
6 Years Ago
Hunting corpse management uses its own target filter
6 Years Ago
Removed "being processed" condition from FindCorpseToPickUp
6 Years Ago
wip mod panel, headers, list
6 Years Ago
Fixed CarryUnit detatch crap
6 Years Ago
Fixed confirmation prompt not working while paused
6 Years Ago
Removed Patrol Goal from Human/Idle
6 Years Ago
CarryUnit removes the unit from its current container when applicable
6 Years Ago
Updated Facepunch.Steamworks Got rid of some repetition when loading replays Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
6 Years Ago
actually fixed that NRE
6 Years Ago
Fixed potential NRE in debug spawner
6 Years Ago
FindCorpseToPickUp condition tweaks
6 Years Ago
Corpse stockpiling and hunting using the same target filters, which should stop people picking up a hunter's kill