224,712 Commits over 3,714 Days - 2.52cph!

8 Years Ago
made it so it eats grass and loops and wolf idle aggressive loops
8 Years Ago
Misc UI work
8 Years Ago
Broke some shit. Looking at shadow optimisation.
8 Years Ago
Fixed Agent.CompareTo
8 Years Ago
Species dietry data reset
8 Years Ago
Base Group stores fixed array of Units Added DM data source switch to BehaviourChainFilter
8 Years Ago
mammoth fast walk, attack, eat, ouch
8 Years Ago
Merge from main
8 Years Ago
- Enemies in an enemy pack now have a spawn chance weighting - Increased ratio of spikey enemies to others - Health tweaks for enemies - Glueblast collider radius tweak - Changed some spawn budgets down by 10
bot
8 Years Ago
Automated Linux DS Build #178
bot
8 Years Ago
Automated Windows Build #178
bot
8 Years Ago
Automated OSX Build #178
bot
8 Years Ago
Automated Linux Build #178
8 Years Ago
Stop g_blurx/g_blury shaders from increasing output brightness ENT:SelectWeightedSequence & Weapon:SendWeaponAnim no longer crash when given invalid acts Calling gui.HideGameUI at the wrong time no longer stops the HUD from rendering
8 Years Ago
Can now disable HUD characters on idle
8 Years Ago
Metas, DrawErrors tweak
8 Years Ago
Added Validate method to IDataAsset/DataAsset, made DrawErrors a base method in BeforeInspector Added some debug line drawing for selected Unit fleeing behaviour
8 Years Ago
-first attempted implementation of flocks -currently prefab based, can easily be made data driven -basic culling using Culling Groups, seems to be working fine -flocks spawn automatically in biome.temperate, they have their own spawnpopulation. -commented and renamed vars around flocking plugin to make it clearer, changed the way it worked a bit to go with culling. -yamfm
8 Years Ago
- Removed town - Mission generation screen is now instant
8 Years Ago
Senses update existing data on perception tick Another tweak to DM logging string output Fixed issue with BehaviourChain completion not resulting in a GVP reset Added Stat editing back into the debug view (only attributes right now) Gating OnUnitReachedDestination invocation in Unit+Movement
8 Years Ago
- Reduced spawn location density around room entrances in Factory tileset
8 Years Ago
ProjectVersion
8 Years Ago
Fix for RUST-557
8 Years Ago
Merge from physics_updates
8 Years Ago
Give breeding group goals a bonus of 100 for testing purposes. Stop listening for position reached once we've gotten there.
8 Years Ago
Unit+Movement tweak
8 Years Ago
Need to flag when Breeding Grounds are "set" and when they're "reached".
8 Years Ago
Decision log score decimal clamping to 4 points All Unit prefabs updated with increased stopping distance for testing Fixed BreedInviation DSE
8 Years Ago
FOR FUCK SAKE weapon FX !A weapon prefab scene (forgot from previous commit)
8 Years Ago
Replaced IsRelated, SameSpecies, SameGender, SameAge conditions with single UnitComparison condition with a swtich in settings
8 Years Ago
IsSameGender condition fix
8 Years Ago
- Enemy shield ability max duration timer from 3 to 2 seconds - Another shockbeam fix
8 Years Ago
- Increased speed of spikey things - Turret spawn chance increased to 30% from 20% - Couple of shockbeam optimisations - Rebuilt factory tileset
8 Years Ago
- glue moves faster - turret plasma blasts are larger and decelerate
bot
8 Years Ago
Automated Linux DS Build #177
bot
8 Years Ago
Automated Windows Build #177
bot
8 Years Ago
Automated OSX Build #177
bot
8 Years Ago
Automated Linux Build #177
8 Years Ago
* Fixed a multiplayer crash issue with combine auto cannon on ep2_outland_09 * Limited engine.LightStyle to values that do not crash the game ( 0-63 )
8 Years Ago
Merge from main.
8 Years Ago
part 2
8 Years Ago
Pre-merge.
8 Years Ago
Asset save
8 Years Ago
IsAdult condition fix
8 Years Ago
Fixed NRE in Item init (which was causing male humans to init improperly)
8 Years Ago
Merge from goal based breeding group
8 Years Ago
Missed files.
8 Years Ago
Southern sector.
8 Years Ago
DM logger tweaks
8 Years Ago
- Lowered health values - Doubled spawn budgets - Made glue projectiles faster - Patchers now shoot faster and with an increased angle offset range