241,422 Commits over 3,867 Days - 2.60cph!

8 Years Ago
Let's display the new fields for Burned state of the CorpseParameters in EntityComponentLayout.
8 Years Ago
Mergy Mergy
8 Years Ago
Mergy Mergy
8 Years Ago
Cook Corpse process can now burn corpses.
8 Years Ago
Optimized terrain carving triggers (better projectile and player culling performance)
8 Years Ago
InteractionPositionStates move/rename. Clear NMA warp test
8 Years Ago
Fixed forced Decativation of UIWidgets causing bad tweener states
8 Years Ago
InteractionPosition toggles NavMeshAgent.updateRotation too
8 Years Ago
Added Gequal, Equal and Lequal utility helpers for floats when we want to compare with a precision to int conversion, because comparing floats can be icky.
8 Years Ago
Same in Collaborations
8 Years Ago
Swap warp/update position in InteractionPosition.Clear
8 Years Ago
Re-enabled NavMeshObstacle blockers in Collaborations
8 Years Ago
Reset hair movement setting
8 Years Ago
Hair material lightwrapping/transmission reduced
8 Years Ago
Made radial menu and player controller relationship less shit
8 Years Ago
First iteration of preventing eating off of corpses that's in a machine process. Can't test due to "pickup corpse" not being available atm.
8 Years Ago
Fixed a couple of interactions being exposed to player Being attacked condition should now take into account units targeting as well as actually attacking
8 Years Ago
Added age back in. This could've been pointless.
8 Years Ago
Task.FeedTheTribe triggers when the average Hunger need > 0.3
8 Years Ago
stealth idle improvements and added to effect stance stealth
8 Years Ago
latest
8 Years Ago
added isStealth bool to toggle hooked up to stealthy looking idle anim when we are in stealth mode
bot
8 Years Ago
Automated Linux DS Build #15
bot
8 Years Ago
Automated Windows Build #15
bot
8 Years Ago
Automated OSX Build #15
bot
8 Years Ago
Automated Linux Build #15
8 Years Ago
Merge from /main
8 Years Ago
Minor fixes
8 Years Ago
Decided to inline initialisations that only happen in one place in Carmack/Blow style (see: http://number-none.com/blow/john_carmack_on_inlined_code.html)
8 Years Ago
8 Years Ago
Character conversion continues
8 Years Ago
Packed terrain coarse height & slope back together; made it quarter res again, compensated in foliage shader Added dynamic visibility mask to water system Added water visiblity trigger; modified WaterLevel to allow collision toggle Added default lake material Updated water prefab: moved water comp to root, other changes/cleanups
bot
8 Years Ago
Automated Linux DS Build #435
8 Years Ago
Ground FX script edit
8 Years Ago
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
bot
8 Years Ago
Automated Windows Build #435
bot
8 Years Ago
Automated OSX Build #435
bot
8 Years Ago
Automated Linux Build #435
8 Years Ago
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8 Years Ago
Absorb update 9/27/16
8 Years Ago
Moved Flags to component
8 Years Ago
More effects
8 Years Ago
tweaks to sleeping AI
8 Years Ago
various effect tweaks
8 Years Ago
When a Unit picks up an item, it now removes the item from it's HolderContainer, if a HolderContainer exist.
8 Years Ago
Wetness value is now simulated
8 Years Ago
Loners will now ponder for a while when wandering
8 Years Ago
Units with the Loner Trait will randomly wander around away from the rest of the Tribe, shunning any social interaction
8 Years Ago
Added EffectCategories enum, groups in DataBrowser Improved DataBrowser collapse/expand all behaviour
8 Years Ago
wind sfx