198,812 Commits over 4,140 Days - 2.00cph!

bot
10 Years Ago
Automated Windows Build #118
bot
10 Years Ago
Automated Linux Build #118
10 Years Ago
ENTITY:SetHitboxSet silently fails on invalid input
bot
10 Years Ago
Automated Linux DS Build #117
bot
10 Years Ago
Automated Windows Build #117
10 Years Ago
JavaScript exceptions now show file path and line number in console
10 Years Ago
Save
10 Years Ago
Added scaling options to entity view prefabs via new EntityViewPrefab holder class derived from WeightObject, lacks editor integration for now.
10 Years Ago
http://files.facepunch.com/petur/2016/January/09/w.gif Added global AI (specifically just decision making) toggle in AgentManager, exposed on the debug window Settings tab. Decision log can be disabled (in both the decision log window and the debug settings tab) Something something just cliffsidethings.jpg
bot
10 Years Ago
Automated Linux DS Build #116
bot
10 Years Ago
Automated Windows Build #116
bot
10 Years Ago
Automated OSX Build #116
bot
10 Years Ago
Automated Linux Build #116
10 Years Ago
Fix crash in CTraceFilterDoor::ShouldHitEntity when encountering invalid physics objects
bot
10 Years Ago
Automated Linux DS Build #115
bot
10 Years Ago
Automated Windows Build #115
bot
10 Years Ago
Automated OSX Build #115
bot
10 Years Ago
Automated Linux Build #115
10 Years Ago
Only cache replicated ConVars on client builds, god damnit
bot
10 Years Ago
Automated OSX Build #114
bot
10 Years Ago
Automated Windows Build #114
bot
10 Years Ago
Automated Linux Build #114
10 Years Ago
Replicated Lua ConVars now network to clients properly on connection
10 Years Ago
10 Years Ago
10 Years Ago
justbiomethings.jpg
10 Years Ago
Cowboy - win01 WIP source
10 Years Ago
deleted temple meshes folder
10 Years Ago
re-exported temple stairs with fixed emissive parts
10 Years Ago
Cowboy - run east +.meta
10 Years Ago
PrefabPrepare - check for nulls
10 Years Ago
baked out new lightmaps, re-exported temple stairs with emissive materials fixed
10 Years Ago
Added SSAO
10 Years Ago
Rocks are no longer consumable
10 Years Ago
Comment out unit angular velocity shit until I have time to make it good
10 Years Ago
Rigidbody on Unit not kinematic
10 Years Ago
A lorra lorra data changes AI no longer re-enables itself (unit flagging doesnt disable DM anymore, instead we rely on conditions to stop sleeping units making decisions) More unit movement tweaks, feeding angular velocity into the animator, lerping angular speed on the navmesh agent based on current speed
10 Years Ago
..
10 Years Ago
Fixed reflection probes / HUD on xbox
10 Years Ago
Unit movement now uses a callback from the animator state, to allow better control over animation in/out stuff Updated all anim controllers with new "triggerMovement" trigger and UnitMovement behaviour on their Movement state Changes to Unit.TrySetDestination/SetDestination to play nice with the above changes SkyDome cubemap settings improved in prefab/todDefault.xml Added AI toggle to the unit debug view Added example override controller in Units/Animals folder
10 Years Ago
-EntityCondition changes to better filter buildings (failed to do fanciness with a generic type method taking an Enum, tho :/ )
10 Years Ago
Fixed menu issue on xbox
10 Years Ago
- Factory1 set to randomise seed again
10 Years Ago
rig change - latest human rigs to with current game data
10 Years Ago
Toned down the stone material spec/smoothness
10 Years Ago
Nuked old biome Fixed Berry Bush interaction positions distance
10 Years Ago
proper fix for human female this time
10 Years Ago
Moved/renamed construction test assets
10 Years Ago
somehow female had lost controller so rebuilt
10 Years Ago
Missed a save