241,425 Commits over 3,867 Days - 2.60cph!

8 Years Ago
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8 Years Ago
Verchle structure changes merge
8 Years Ago
Merged vehicle file input changes that couldn't be done directly in the previous merge
8 Years Ago
Merge from player input/motor branch
8 Years Ago
Experimental conversion of vehice classes to a new system, using partial classes to differentiate Client/Server-only components
8 Years Ago
Saved redundant fetch+sampler in a few water related passes More water displacement on slighly inclined terrain
8 Years Ago
FOR FUCK SAKE main island
8 Years Ago
...
8 Years Ago
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8 Years Ago
Grabbed water vis fixes
8 Years Ago
Fixed water visibility trigger overlap cases
8 Years Ago
Vehicle interaction work
8 Years Ago
Fixes
8 Years Ago
Removed some candlight plugin stuff, nuked UnitViewEditor
8 Years Ago
island1 save
8 Years Ago
Navigation.Tick returns early if we're not moving, to save setting stat values etc when we dont need to Navigation.TrySetDestination directly calculates a path and calls SetPath instead, as a test (seems to improve repsonsiveness with larger agent numbers)
8 Years Ago
Fixed entity names being fucked.
8 Years Ago
Rebaked island1 navmesh
8 Years Ago
Unit Navigation avoidance prority/data exposure test
8 Years Ago
Compile fixes
8 Years Ago
Nuked unused ResetBehaviour action
8 Years Ago
Removed spammy morphs warnings
8 Years Ago
Fixed incoming GPV not being correctly passed through Break execution when executing player commands
8 Years Ago
Renamed EntityTypes.Generic to Collecction since we no longer have entites of Generic type Debug stuff, Unit.Navigation robustness etc
8 Years Ago
DecisionMaker.AddDecision doesn't need to create DecisionContext when creating new Decisions on demand
8 Years Ago
Decision constructor creates a DecisionContext
8 Years Ago
index debug is no longer in ms
8 Years Ago
Agent Component System debugs
8 Years Ago
Missed save
8 Years Ago
ResourceView sets parent gameObject.isStatic DecisionMaker pre-allocates Decisions array
8 Years Ago
SmartObject no longer creates a trigger primitive for Senses, since we use the grid now
8 Years Ago
Human module weight tweaks
8 Years Ago
Going home... Going through old input...
8 Years Ago
AIDesigner tweaks
8 Years Ago
GoalSettings, GoalPlanSettings, BehaviourChainSelectorSettings GetUsageAssets
8 Years Ago
GetUsageAssets for a buch of types
8 Years Ago
hunting music edit
8 Years Ago
Added pooling to player collision, model and name tag Add player LOD group in prefab preprocessing rather than ingame Don't build player meshes until they become visible
8 Years Ago
Renamed IsHeldItem condition to ItemHasHolder, now checks for Item.Holder and Item.HoldingContainer Interaction.ConsumeFromDispenser checks whether the parent entity is held, if applicable
8 Years Ago
DataAsset usage count now tracks assets, usages button opens a popup window with a list of each usage (needs updating/adding to more types)
8 Years Ago
Added ridable dolphins
8 Years Ago
resize / scale decals with scroll wheel
8 Years Ago
collider fixes
8 Years Ago
cave_small_medium layout 3 extra cave blocks to add granularity
8 Years Ago
Inventory updates Fixed culling
8 Years Ago
More
8 Years Ago
backup current terrain files and splats
8 Years Ago
Container/Item refactoring and cleanup
8 Years Ago
8 Years Ago
More CookCorpse and machine process fiddling