198,704 Commits over 4,140 Days - 2.00cph!

bot
10 Years Ago
Automated Windows Build #143
bot
10 Years Ago
Automated OSX Build #143
bot
10 Years Ago
Automated Linux Build #143
10 Years Ago
Fix!
10 Years Ago
RUST-449 - Fixed broken path to pipe colliders
10 Years Ago
Added interface for concurrent async server content downloads. Currenty used for Workshop content.
10 Years Ago
merge from main
10 Years Ago
backup
10 Years Ago
art/sound files for the m4 viewmodel
10 Years Ago
Edibles
10 Years Ago
FOR FUCK SAKE cleaning useless lightmap snapshot
10 Years Ago
FOR FUCK SAKE Rebuild factory prefab (fix near clip plane proj light error from new unity option)
10 Years Ago
FOR FUCK SAKE town lighting/shadow
10 Years Ago
FOR FUCK SAKE town portal light FOR FUCK SAKE icecave model (mat/collision) FOR FUCK SAKE rebuild asteroid tile set
10 Years Ago
semi auto clipsize changed to 16 bullet speed reduced damage slightly increased (roughly 25 per shot)
10 Years Ago
Goals data
10 Years Ago
semi auto rifle does less damage but bullets move faster player uses updated skeleton, more even damage scalars
10 Years Ago
10 Years Ago
Asset save
10 Years Ago
Machine conditions can check if the required process is running, available Fixed UCFEC not applying entity component filters correctly
10 Years Ago
Semi_Auto Rifle : shortened the blend time between reload --> idle ( fixing the weirdness that occurs when player goes into ADS after reloading)
10 Years Ago
Implemented goosey's silencer model
10 Years Ago
Implemented goosey's holosight model
10 Years Ago
Fixing some condition data brokeny refactor
10 Years Ago
Updated eclipse controller - now lerps colours correctly
10 Years Ago
- Mission definitions can now be marked to not get selected at all - Disabled the alcohol pump mission until it's more fun and outdoor is more filled in (outdoor only mission)
10 Years Ago
Owl - forehand stand update Cowboy - update to death anim WIP Added run east source file Initial smash source
10 Years Ago
Added EntityComponent filtering to EntityCondition Cleaned up Machine/MachineProcess a bit Lots of data changes Fixed bad skin update stuff in BuidingView Goals data
10 Years Ago
- Weapon scriptable object definitions now control which splash damage prefab is used and it's radius and min/max damage - Reward screen item panels now show weapon stats
10 Years Ago
Owl - Updated forehand stand, changed events
10 Years Ago
Fixed issue that could force LOD0 to always be visible
10 Years Ago
- More reward screen work
10 Years Ago
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10 Years Ago
- More reward screen work
10 Years Ago
Connect fix
10 Years Ago
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
10 Years Ago
Some data tweaks to get fire related goals working again
10 Years Ago
Fixed error spam on connect
10 Years Ago
Removed unused params in river shader
10 Years Ago
Fixed seams in foam noise texture More foam options; parity
10 Years Ago
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10 Years Ago
Fixed water foam
10 Years Ago
Agen.AddDesire checks for existing desires (params id comparison)
10 Years Ago
Desires debug display
10 Years Ago
sidewalk textures final road models (still needs a LOD pass) dungeons tweaks/updates for roads
10 Years Ago
DSE runs AddAgentDesires when exiting early due to Condtion eval failure
10 Years Ago
Fixed DecisionContext not reigstering Desire requests properly
10 Years Ago
Bulk action rename Data save Fixed Agents not ticking DM
10 Years Ago
Made Desire system generic, adding params classes for data exposure Added a DesireFilter system used in DesireCondition Exposed DecisionLayer and ConditionType data as readonly fields in Condition & Consideration Editors
10 Years Ago
Merge from uber-batching