241,391 Commits over 3,867 Days - 2.60cph!

8 Years Ago
ignore
8 Years Ago
Exposed Traits data and tweaked it a little
8 Years Ago
Fixed NRE
8 Years Ago
Pssh
8 Years Ago
Traits Component now uses the group component
8 Years Ago
BaseEntity creates components in constructor, not Setup. Related refactoring
8 Years Ago
Selection indicator tweeners
8 Years Ago
Refactored my interpolator into the original.
8 Years Ago
More
8 Years Ago
Added group traits component (not hooked up yet)
8 Years Ago
More
8 Years Ago
RTSCamera LMB drag behaviour is much less shit.
8 Years Ago
Removed cursor widget
8 Years Ago
Fixed player controller not nulling selectedEntity Removed unit movement mode icon from UnitInfoWidget Cursor widget test (disabled)
8 Years Ago
Selectable widget seamless thingy state.
8 Years Ago
materials updated
8 Years Ago
Colors, icons, mood gradient.
8 Years Ago
added old merge
8 Years Ago
Fixed island4 Editor Only folder missing the tag
8 Years Ago
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
8 Years Ago
BuildingObject placement is now more granular.
8 Years Ago
LMB drags camera, MMB rotate mod for satan/sebov Fixed MoodOverlay not working
8 Years Ago
Seperate flagging for UI exposure in BaseBehaviourPlanSettings
8 Years Ago
Radial menu button states that don't suck
8 Years Ago
More selectable fuckery
8 Years Ago
More
8 Years Ago
Selectable indicator tweaks
8 Years Ago
Radial menu refactor, they show a lot of bullshit now. WIP
8 Years Ago
Triggers are created for rooms. Updated some material stuff.
8 Years Ago
Added cone prefab Sets TOD immediately
8 Years Ago
Another UnitView.FaceTarget NRE catch
8 Years Ago
Cleaning up GameUI in preparation for expanded radial stuff. Selection/hover indicators re-written, selected Unit indicator now colored to match the mood of the unit. We sims now.
8 Years Ago
Added a consideration for using influence map scores
8 Years Ago
Upped momentum drain rate on herbivore food goal plans
8 Years Ago
Corpse is now using DateTime for rotting and decay timers. WorldManager.Time now pimpls TOD_Sky.Instance.Cycle.DateTime. Replaced most/all uses of TOD_Sky.Instance.Cycle.DateTime with WorldManager.Time.
8 Years Ago
BehaviourChain elements can now be conveniently collapsed in the AI Designer
8 Years Ago
Cook Corpse process now use DateTime rather than accumulating minutes for determining the cooking progress of attached corpse, this way we can time-jump and all kinds of nifty cheats/hacks.
8 Years Ago
Skinning animation loop time import fix again
8 Years Ago
Making an Improved Spear should also require a Big Stick, rather than a tiny stick.
8 Years Ago
renamed erroneous "objects" in hub to proper names and added to scene
8 Years Ago
Added new Goal and Plan to Human Food AI Module. Prepare for Cooking/Light Fire for Cooking should cause people to prepare a fire when there are uncooked corcasses lying around Removed all multi-select functionality from the PlayerController
8 Years Ago
removed old cones on under_construction barrier and hub. added separate cone prop. reexported barrier and hub. Removed helpers from hub.
8 Years Ago
remade tiremark material, reexported central hub with rotated points and separated cones
8 Years Ago
Removed mesh renderer
8 Years Ago
Switched scene to use new layout, added hub entrance, moved mission points
8 Years Ago
Removed deprecated mode from MachineCanProcessItemSettings... :-P
8 Years Ago
Implemented the TargetMachineCarriedItems mode in MachineCanProcessItemSettings, just in case, but a deprecation error on the mode is still in there to warn usage, since we would probably prefer to use a BB approach.
8 Years Ago
Unimplemented mode in MachineCanProcessItemSettings, so set up a debug error hook, just in case.
8 Years Ago
Spears should be crafted from Big Stick.
8 Years Ago
rock flat texture set (for cave floors)