224,215 Commits over 3,684 Days - 2.54cph!

6 Years Ago
results table header changed to show round number/max
6 Years Ago
removed some debug spam
6 Years Ago
Hapis layer fixes
6 Years Ago
redisabling the UI in the main scene
6 Years Ago
color/ui tweak
6 Years Ago
GitSync: numpad library bugfix, TTT updated to latest version, UTF8 library fix
6 Years Ago
Fix numpad library "exploit" garrysmod/pull/1442
6 Years Ago
setup away kit with complementary colors tweak ui portrait material for glow
6 Years Ago
Fix error in main menu More main menu fixes Fixed cursor issue, remapped eyedropper to E Financials panel Fixed staff breaking permanently if no stockpile was available
6 Years Ago
Jenkinsfile
6 Years Ago
tweaked color kit/added new one sorted kit ID by hue for visualisation , reassigned corresponding kit ID to player/ai team change unit kit color script to spawn half in away color, sorted by ID
6 Years Ago
Upgrade to 2017.3.0p2 Less crashes!
6 Years Ago
Some basic cash tracking
6 Years Ago
Added torch equip/ignite tip Added comfort explaination tip added consume food/water tip Added campfire heal tip translate mouse0 etc to "left mouse" in game tips
6 Years Ago
Different fix for the previous bug. Apparently some things could be spawn queued but not yet in the snapshot. If two characters joined right together, the second client's character wouldn't show up for the first client. Instead, keep the queue but don't send an entity in the snapshot if it's already in the queue.
6 Years Ago
ViewFill can assign extra construction requirements per fill used (eg. 0.2 logs for each view used as filler) Gets rounded to an int and added to whatever construction requirements already exist for the building
6 Years Ago
Reduced lodcomp OnVisibilityChanged overhead Top hiz downscale (testing)
6 Years Ago
Fixed a bug that was as follows: Server events: 1. ZGameMode client player character created. It has no children yet. 2. Character spawn serialization is queued on NetworkEntityManager (but not sent yet). 3. Character is set as the NetworkSubscriber subscriber. 4. Full snapshot is sent as a result. Character with no children is serialized. 5. Fists selected and assigned as child of character. 6. The queued spawn from #2 is sent. Character has one child (fists). Client receives the first spawn with no children, and ignores the second one because the entity already exists. Fix: Clear the spawn and update queues when sending a snapshot. Everything's getting sent anyway.
6 Years Ago
save
6 Years Ago
Screens
6 Years Ago
Misc
6 Years Ago
bits
6 Years Ago
Fixed multi clicks required to start fill placement Fixed some bad rotation logic
6 Years Ago
ViewFill now places box nav mesh obstacles for each block of views
6 Years Ago
SystemMap Tweaks
6 Years Ago
Merged from main
6 Years Ago
Improvements to scientist behaviour.
6 Years Ago
Fixed some HUD visibility issues Note: Only way I can find of ensuring hud removal is Get All Widgets of Class - Remove from Parent. Simple Remove from Parent with referenced variable does nothing inside the level blueprint.
6 Years Ago
Build
6 Years Ago
Fixes.
6 Years Ago
more
6 Years Ago
Doin bits
6 Years Ago
More Scientist AI
6 Years Ago
Cave work
6 Years Ago
Removed InteractionDesire. Added Agent.NextInteraction.
6 Years Ago
Shaved most GC allocs in hair setup and morph cache
6 Years Ago
fuse enemy/wall layout working on fuse boss studs Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
6 Years Ago
Ensure players always spawn on beach (Savas island)
6 Years Ago
Eliminated GC from QuickCraft.Rebuild
6 Years Ago
Added metabolismtick convar (time inbetween metabolism updates)
6 Years Ago
Douglas Fir LODs
6 Years Ago
art
6 Years Ago
Planet update.
6 Years Ago
Build scene
6 Years Ago
Organizing things.
6 Years Ago
Added itemoutline convar
6 Years Ago
Inventory Item Hover Preview
6 Years Ago
Less next level delay Intro level exit point is bigger Reconnect on failure, show player/room counts on menu
6 Years Ago
LODs for more things that didn't have them. Scene stuff
6 Years Ago
Tree cleanup