239,362 Commits over 3,837 Days - 2.60cph!

6 Years Ago
upload srcds probably
6 Years Ago
Update com.unity.postprocessing Update com.unity.progrids ProgressModal is part of loading screen Loading spinner on mission button Delete Dev map Actual Mission Download Removed redundant code Tweak end game color Cleaning up mission loading
6 Years Ago
Null check in CraftingOrderElement. Tree should assign the player commanded status to the trunk now.
6 Years Ago
populations scale tweaks
6 Years Ago
progress backup
6 Years Ago
underwater plants movement tweaks
6 Years Ago
Player spawns are no longer random
6 Years Ago
Underwater foliage spawn files/properties
6 Years Ago
updated script to remove colliders from lods
6 Years Ago
Actual fix to triggers that aren't linked to effects.
6 Years Ago
Underwater plant art files (models/textures/mats)
6 Years Ago
Removed a gang, moved doll spawns.
6 Years Ago
Mouse hidden on death screen
6 Years Ago
Some FSM state pooling
6 Years Ago
Dispensables now have a min and max starting quantity. Stick piles start with 1-4 sticks
6 Years Ago
Composter gibs
6 Years Ago
Unified various popup windows so that they're consistently tied to the notification feed GameEventManager has removal buffer, fixes IOEs when playing event that end instantly
6 Years Ago
in OnPreprocessModel set importer.importVisibility = false
6 Years Ago
enabled hidden meshes
6 Years Ago
stickpile has max sticks 5 & starting quanity 3
6 Years Ago
Use binded fbx classes instead of intptr Cleanup fbx importer and manager on dispose
6 Years Ago
Add FbxMesh.UVSetNames and GetPolygonVertexUV now takes a uv set name
6 Years Ago
Make fbx class bindings naked so they don't use shared ptr. Update bindinggen to add fbx casting.
6 Years Ago
Add fbxcast because fbx types don't work with dynamic_cast (really should have a custom way to specify casting)
6 Years Ago
Unsaved
6 Years Ago
Random props on board a ship will be repossessed if a loan cannot be paid two months in a row Unsaved Fixed double bed not being available What's new
6 Years Ago
compound bow functionality
6 Years Ago
WIP Loans system Every panel can now specify whether cash or contracts should appear above it Variable months on loans Insert commas into cash amounts for nicer text
6 Years Ago
Initial support for native fbx loading using fbxsdk (this will allow us to support morph targets)
6 Years Ago
Removed a smaller allocation PooledList was doing that isn't relevant anymore
6 Years Ago
Added Settlement Has Enough Housing need
6 Years Ago
Make PooledList<T> use FP.System's pooling so it wont allocate as much
6 Years Ago
Use generics to store PoolCollections instead of a Dictionary
6 Years Ago
Workaround for triggers never getting triggered if they aren't used by any effects
6 Years Ago
Spit cost upped to 20 sticks so constructing it is vaguely some sort of achievement
6 Years Ago
Editor NRE fix
6 Years Ago
Added back housing need but reworded to indicate that it's optional. Moved it to level 2.
6 Years Ago
Settlement Desirability NRE fix
6 Years Ago
Some more temp fixes for NetworkUser references not being around.
6 Years Ago
compound bow functionality baseline
6 Years Ago
WIP on bandit guard AI.
6 Years Ago
...
6 Years Ago
Break go to smart object if the interaction plan gets disabled.
6 Years Ago
Waiting for next interaction breaks if the interaction gets disabled
6 Years Ago
merge from main
6 Years Ago
updated lods, added worldmodel prefab, nudged draw bow sounds
6 Years Ago
Added Collectibles folder and FoamHand and BeachBall props with lods and gibs Merge branch 'master' of Citizens
6 Years Ago
Workshop Missions
6 Years Ago
Added a ParameterPassthroughAttribute for CallMethod actions AffectTouchingBullets() etc now preserves parameters from caller