241,410 Commits over 3,867 Days - 2.60cph!

8 Years Ago
atmos 27 edits
8 Years Ago
fixed some issues with the attacks while running not facing fowards and the torso twisting resetting while pausing. removed if (TimeManager.GameSpeed == GameSpeeds.Frozen) return; from lateupdate as the code after was still requried to run while paused in order to offset the bone rotation
8 Years Ago
Menu UI "New Game" button hook up
8 Years Ago
progress backup
8 Years Ago
Hitting the L key should no longer restart the game (was only implemented for quick testing).
8 Years Ago
More
8 Years Ago
Removed unnecessary use of static fields in managers (now expose static properties that access the fields via the singleton instance). EntityComponentSystems inherited from a Singleton class not managed by Unity, thus it's internal instances wouldn't null on scene unload, added a Shutdown routine to fix this. RestartGame functionality now works.
8 Years Ago
More inv
8 Years Ago
Network++
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8 Years Ago
Automated Windows Build
8 Years Ago
Copy script update
8 Years Ago
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8 Years Ago
Automated Windows Build
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8 Years Ago
Automated Linux Build
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8 Years Ago
Automated OSX Build
8 Years Ago
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8 Years Ago
Added some IsNetworked checks to stop character moving at double speed in CLIENT+SERVER mode
8 Years Ago
not sure why this changed, if the wolf was broken this might fix it
bot
8 Years Ago
Automated Linux DS Build #434
8 Years Ago
Capped the max number of inputs going to the server into a 1 second window.
bot
8 Years Ago
Automated Windows Build #434
8 Years Ago
Replaced byte IDs with ushort IDs. We were always living on the edge a bit with only a 128 (half the size of byte) allowance to determine ID ordering.
8 Years Ago
Updated SourceSDK content
8 Years Ago
Just some basic built-in network emulation
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8 Years Ago
Automated Linux DS Build #433
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8 Years Ago
Automated Windows Build #433
8 Years Ago
Decoupling simulation and adding input redundancy to guarantee delivery.
8 Years Ago
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8 Years Ago
Automated Windows Build #432
8 Years Ago
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8 Years Ago
Automated Linux DS Build #431
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8 Years Ago
Automated Windows Build #431
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8 Years Ago
Automated Linux DS Build #430
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8 Years Ago
Automated Windows Build #430
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8 Years Ago
Automated OSX Build #430
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8 Years Ago
Automated Linux Build #430
8 Years Ago
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8 Years Ago
More container/inv work, protobuf. Inv debug.
8 Years Ago
8 Years Ago
8 Years Ago
Item containers/inventory basics and some bugs
8 Years Ago
Corpse decay/dispenable tweaks
8 Years Ago
Human corpses provide raw meat
8 Years Ago
random junk
8 Years Ago
Radial menu buttons default to hover state
8 Years Ago
Fixed un-restricted entity selection causing some weird bugs in editor Radial menu puts UI in modal state while active Radial menu is now closed by any clicks outside it
8 Years Ago
Fixed long standing bug in BehaviourPlanSettingsEditor that caused the ActionChain reorderable list drawer to stop displaying after Unity compile
8 Years Ago
Refactoring UIScreen management
8 Years Ago
Fixed toggling the menu UI also toggling the game UI incorrectly... Fixed UIManger modal state management coroutine to only wait for a frame when setting the value to false Removed "IsModal" from UIScreen, because it was a hack and we don't need it anymore (i think)
8 Years Ago
few tweaks to input stuff