223,995 Commits over 3,684 Days - 2.53cph!

8 Years Ago
A little UnitView cleanup WorldManager sets TOD cycle length on init Options holds cycle length Lots of effects data balance
bot
8 Years Ago
Automated Linux DS Build #289
8 Years Ago
- Removed ammo type icon from weapon pickup UI and reduced size of panel
bot
8 Years Ago
Automated Windows Build #289
bot
8 Years Ago
Automated OSX Build #289
bot
8 Years Ago
Automated Linux Build #289
8 Years Ago
Added Player:GetHull(), Player:GetHullDuck(), Entity:GetChildren()
8 Years Ago
- Fix for mortar spikey NRE
8 Years Ago
- Weapon pickup UI labels now auto hide after 3 seconds when not in range
8 Years Ago
re-looped the loop
8 Years Ago
- Fixed playership scene prefab error
8 Years Ago
sabertooth anims are still shit but at least its not 100% broken
8 Years Ago
- Weapon crate WIP changes
8 Years Ago
FOR FUCK SAKE fix corridor gate animation controller, should open by default
8 Years Ago
Hide unlock panel when unlocked Craft buttons correctly available depending on whether craftable Craft queue scrollable Craft queue cancellable
8 Years Ago
more nipple tweaks
8 Years Ago
Custom stay handling.
8 Years Ago
Movement drains less staminda, Alive has a stamina gain
8 Years Ago
- Fix for new NRE when player hits walls
8 Years Ago
Put ticking on a tod seconds pulse, for better time scaling.
8 Years Ago
nipple tweaks
8 Years Ago
merge - merge & nipples
8 Years Ago
Trying Unity 5.4.0b14
8 Years Ago
Tweak Awake, Alive, Cold and Starving Effects so that people dont die of starvation quite so quickly
8 Years Ago
Rebaked island01 navmesh, didn't fix anything ;x
8 Years Ago
Removed UnityEditor from EntityManager.
8 Years Ago
8 Years Ago
Not 100% sure, but I suppose we should strive to make a complete cycle before we break out pre spending entire ms budget, rather than to break out when we reach the end of the list... hm...
8 Years Ago
Ehrm, let's not iterate the list of entities more than once, shall we! Let's not keep "that" hard to the ms budget.
8 Years Ago
Moved ms budget ticking into Entity Manager without a generic solution to get some more improvements. Changed Entity tick budget to 5 ms.
8 Years Ago
More entity budget tick integration stuffs.
8 Years Ago
FOR FUCK SAKE corridor gate, made the light red when the door is closed rather than the weird orange
8 Years Ago
Fixed cusor import settings Added music to tribe create
8 Years Ago
HumanView no longer initializes MaterialPropertyBlock fields Adde BasicSurvival module to all Unit data
8 Years Ago
Added AIModules, which hold Goals data, AgentParameters now stores a list of AIModules
8 Years Ago
ÀIDesigner tweaks and pre-module commit
8 Years Ago
Started introducing ms budget to Entity Manager.
8 Years Ago
UnitView formatting/commented out alignment raycast stuff for now Wrote and ran goal data conversion script Unit View prefab creation now stores the mesh as as child AIDesigner nodes now filter their Add goal/plan lists to exclude the current node's data ID
8 Years Ago
Fixed variable luminance in playermodel preview on Hapis (#661) Fixed decals not getting cloud coverage shadowing on Hapis; now working in forward path Cloud coverage path now completely excluded from all shaders when not in use (only used in Hapis right now) Disabled/deprecated weather wetness layer (might become persistent and/or area based instead)
8 Years Ago
First draft of character creation music loop
8 Years Ago
Effects data fixes, ported back actions etc from 4155
8 Years Ago
Data
8 Years Ago
removed can transition to self from some anims
8 Years Ago
Disabled effects data validation for the time being
8 Years Ago
this is supposed to have IK on the human feet and rotate the animals on slopes then counter rotate the heads
8 Years Ago
Effect/StatMinipulator fixes
8 Years Ago
Updating the player classes.
8 Years Ago
Show locked level on searched icons
8 Years Ago
Started work on roads fixed command line startup
8 Years Ago
Search works