225,862 Commits over 3,714 Days - 2.53cph!

6 Years Ago
Fix initial hud variable not sending when its hashcode is 0
6 Years Ago
Added better bounds checking to CBaseAnimating::GetSequenceActivity (Entity:GetSequenceActivity)
6 Years Ago
More low level AI cleanup and execution state refactoring
6 Years Ago
Release game keys when the HUD is receiving the input
6 Years Ago
Added Entity.GetSequenceMovement( int, float, float ) = bool, vec, ang
6 Years Ago
squad load balance tweaks
6 Years Ago
Item description fixes
6 Years Ago
Improvements and performance in Squad Manager.
6 Years Ago
Fixed compile
6 Years Ago
Forgot these
6 Years Ago
Take Squad Manager off invoke and load balance it.
6 Years Ago
More on auto-balancing load balancers
6 Years Ago
Fixed some (legacy?) skins not being applied
6 Years Ago
update fonts
6 Years Ago
Early exit opportunity in point sampling the surroundings. This has the potential of an 8x speedup on point sampling.
6 Years Ago
missing file
6 Years Ago
update text mesh pro
6 Years Ago
trying to fix text mesh pro text constantly updating
6 Years Ago
Compile fixes
6 Years Ago
Moving while channelling a spell cancels the spell
6 Years Ago
Hooked up spell cooldown UI
6 Years Ago
All status effects are removed when killed
6 Years Ago
Units can now run Staff will run to high prio jobs like fires and repairs Added invert mouse wheel and toggle auto search to settings
6 Years Ago
Needs now start at 50% and decay over time So passengers are now 50% happy when entering the ship Positive needs no longer lock when full Complaints now degrade slowly, but will lock if they hit their peak UI for showing % of cash spent
6 Years Ago
Basic Enemy BehaviourTree Controller Interface Spawn Manager
6 Years Ago
Track financial history per prop + new prop inspector
6 Years Ago
Misc cleanup
6 Years Ago
Prop Info tooltip changes Can now rotate camera by holding Left alt Passenger fare is now awrded when embarking on a trip Also lowered fares by about 90%
6 Years Ago
Fixed Effect not starting it's ActionChain properly
6 Years Ago
Moved BehaviourChain.Break's OnStateChanged invoke so we don't reset state before we've finished execution of any actions on break
6 Years Ago
Compile fix
6 Years Ago
Refactored state handling from GoalPlanVariant downwards (through BehaviourChain, Behaviour, ActionChain and AIAction) to use a common AIStates enum
6 Years Ago
WIP income rework More prop income stuff Merge branch 'master' of SkyCruise
6 Years Ago
Dice game
6 Years Ago
WIP
6 Years Ago
dropping unneeded stuff to work DM and low priority
6 Years Ago
FX backup.
6 Years Ago
Cleaning up Action/ActionChain and BehaviourChain state
6 Years Ago
Temporary fix for AnimalSensesLoadBalancer MREs when switching server (editor)
6 Years Ago
More debugger shite
6 Years Ago
FX stuff backup
6 Years Ago
tile damage test data
6 Years Ago
added a temp default squad for car1 map to allow for ctrl-t builds again
6 Years Ago
Catch and log exception when hotswapping delegate
6 Years Ago
Sleeping player lootpanel
6 Years Ago
attempt to stop sticks clipping in the ground while walking
6 Years Ago
Started getting rid of some allocations Some more minor allocation avoidance Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
6 Years Ago
AI debugger progress Fixed out of range error in EntityManager.OnCullingGroupStateChanged
6 Years Ago
Merge from main
6 Years Ago
chainsaw holster info