221,905 Commits over 3,653 Days - 2.53cph!

7 Years Ago
Corrected layers on temple b tile
7 Years Ago
ground zero cols and LODs progress + prefabs end
7 Years Ago
merge with main
7 Years Ago
Removed invalid conversion from HFont to char*
7 Years Ago
Api.Data Junction Ignores
7 Years Ago
:confetti_ball: Added .gitattributes Sites base
7 Years Ago
Crypto++ headers
7 Years Ago
Linux binaries are built with GCC 4.8 (std=c++11) Updated Crypto++/Curl static libs for Linux
7 Years Ago
Merge from main
7 Years Ago
Working on Character active/inactive system. Fixing up some other stuff.
7 Years Ago
Vehicle sends now garbage free as well, and got network sends down to true zero garbage generated. Note that OutputStats.AddRecord still generates some garbage.
7 Years Ago
Fixed initial camera orbit Enabled camera during hex placement Increased grid size
7 Years Ago
Started to use FString marshalling
7 Years Ago
Update bindinggen
7 Years Ago
BaseWorldEntity uses actor with just a scene component instead of a static mesh actor
7 Years Ago
Fixed spawning of base entities
7 Years Ago
Viewmodel activity animations
7 Years Ago
Start work on switching viewmodels on weapon change
7 Years Ago
Added mesh batching support for uv1 to fix tunnel mud Moved foliage batch pos to uv2
7 Years Ago
build_win32_projects.bat uses VS2017
7 Years Ago
Chromium Embedded Framework static lib -> VS2017
7 Years Ago
Update to Crypto++ 5.6.5 - (VS2017 static lib)
7 Years Ago
VPC can generate VS2017 solutions
7 Years Ago
merge from main
7 Years Ago
Converted dependents.sln to vs2017 project, dependencies target v141_xp toolset instead of v141
7 Years Ago
Attacks can now be trigged by animation event
7 Years Ago
Converted dependency premake4 scripts to premake5
7 Years Ago
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7 Years Ago
repel bullets over time, lerp impulse friction lerp friction for movementcontrollers tweak bullet danger slowdown bullets use impulse velocity tentacle diamond bullets fixed keyboard movement lerping removed braking and boosting diamond bullets for octopus robot diamond bullets cleaned up gamemanager cleanup, better pixel explosions Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scenes/game.unity # Assets/Scripts/Bullets/Bullet.cs # Assets/Scripts/GameManager/GameManager.cs # Assets/Scripts/Player/Components/Player_Body.cs # Assets/Scripts/Player/Components/Player_Boosting.cs # Assets/Scripts/Player/Components/Player_Braking.cs # Assets/Scripts/Player/Components/Player_Camera.cs # Assets/Scripts/Player/Components/Player_Hitbox.cs # Assets/Scripts/Player/Components/Player_Input.cs # Assets/Scripts/Player/Components/Player_Trail.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Pxc/PxcComponents/Pxc_Collision.cs # Assets/Scripts/Stages/Stage.cs # Assets/Scripts/Units/Robot/Robot.cs
7 Years Ago
7 Years Ago
Use PathComplete instead of !PathInvalid for distance Consideration
7 Years Ago
People should now abandon a thrown weapon if they can't path to it. QuadTree getter error logging.
7 Years Ago
7 Years Ago
Target Territory Consideration can now score non Unit targets. IGrid now has a convenience method for getting value at an Entity's position
7 Years Ago
renaming and summaries of territory related considerations
7 Years Ago
Practice mode button is now flagged as editor only
7 Years Ago
Re-enabled danger time scale
7 Years Ago
Cheeky viewmodel position lag
7 Years Ago
Improved AssetMenu & AssetList groupings
7 Years Ago
Animals should move towards food they can smell if they can't find anything to eat
7 Years Ago
Lots of categories on various things Tweaked Influence on buildings Territory at target as bonus or consideration for various target filters
7 Years Ago
Added SmartObjectComponentSystem, update free interaction position counts in SmartObjkect.SimTick
7 Years Ago
ground zero cols and LODs progress + prefabs
7 Years Ago
Merge from entity smell to main
7 Years Ago
NRE fix
7 Years Ago
Cleaning up Senses.CanPerceive overloads
7 Years Ago
Merge from main
7 Years Ago
Updated attack
7 Years Ago
Level loading.