241,389 Commits over 3,867 Days - 2.60cph!

8 Years Ago
Removed old resources
8 Years Ago
Removed old system.
8 Years Ago
F
8 Years Ago
Removed some unused fields from DesiresParameters
8 Years Ago
E
8 Years Ago
SocialEffectParameters stores an ActId for use with the Event and Target types Added SocialSettings.GetActParameters via id
8 Years Ago
Changed the car to work more like the player: Instead of the prefab being everything, it's just the base, and then visuals and colliders are only added as necessary by client/server.
8 Years Ago
Minor fixes
8 Years Ago
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8 Years Ago
Looks terrible but client inputs->server calc->sending state back to client is working now. Gonna have to calculate the wheel movement on the client though. Way too glitchy when sent at 30fps from server as it is now. Wheels are freaking out.
8 Years Ago
Pretty big desire refactor. Added a 2nd type of Building Desire for player commanded building. All Building related desires should now be cleared up on building completion.
8 Years Ago
Merged from Social Effect Parameters branch.
8 Years Ago
Merged from main
8 Years Ago
muzzle flash smoke hidden when aiming weapon fov's adjusted to look more natural aiming down the sight lowers near clip plane (less viewmodel clipping)
8 Years Ago
Started extending the editor for SocialSettings to include the SocialEffectParameters. Only thing left really is to allow for SocialActParameters to be displayed as an AssetMenu, or something like that, when social effect target type is of type Participants of Act.
8 Years Ago
Added TryApplySocialEffect functions that generalize the application of social effects in Social and Socials, removing the duplication of code and makes the classes easier to read.
8 Years Ago
Temporarily stopped lazy trait from blocking building, as it is literally unplayable.
8 Years Ago
Social Effect Parameters based approach to adding effects for misc social events. Not tested + requires some editor work before it's ready for prime-time, but code compiles.
8 Years Ago
adjusted the left elbow position on viewmodel for a bunch of weapons ( SMG / ak47 / flamethrower / etc... )
8 Years Ago
Tutorial is now more generic (and also completable). Reworked a bunch of triggers.
8 Years Ago
greybox material
8 Years Ago
Lazy people won't build things unless you force them.
8 Years Ago
Natural Caves greybox set progress (models, calibration)
8 Years Ago
Started Xbox networking Refactoring truck/player
8 Years Ago
fiddles
8 Years Ago
levels
8 Years Ago
Fixed NRE in ProvidesRequiredItemSettings Fixed PickUp Interaction not working on items that are attached to the shoulder Added ItemType.Corpse Definition Cleaned up Deer Corpse and other Corpses data Corpse component dispensable editor funtimes
8 Years Ago
new negative atmos piece
8 Years Ago
Skinning requires Blade
8 Years Ago
Minor TakeFromDispenser tweaks
8 Years Ago
Dicking around with basic hostility check
8 Years Ago
Fixed combat
8 Years Ago
Added skeleton code for catching when a Social breaks.
8 Years Ago
Refactoring Dispensers, reduced code duplicated and consolidated TakeFrom actions into a single class Updated Dispenser component editor to support Effects properly Cleaned up some Food related AI modules, animals should once again eat from resoruces
8 Years Ago
Socials now cache the last accepted and declined invitations. Social Stat Manipulator Value Simulators now access the Socials component of the effect's unit rather than the gpv, and access the new cached information about invitations to get to sender and recipient.
8 Years Ago
The Social Stat Manipulator Value Simulators now always look at things from the perspective of the invitation sender, not the receiver responding.
8 Years Ago
Socials now have special Effect fields under Roles for when an invitation is accepted or declined.
8 Years Ago
Social Invitation Selector wrote Received to Sent in blackboard, and Sent to Received. Fixed. AcceptInvitation tried to remove the invitation twice when Unit was participant of the invitation (not a bug, just unnecessary to remove twice).
8 Years Ago
Removed deprecated TODO comment DeclineInvitation set Invitation status flag to Accepted, when it should be Declined.
8 Years Ago
The abilities to accept or decline social invitations now fire off actions that adds social accept/decline effects (that adjusts mood), which takes into consideration how much the accepted/declined person loved the other one. Will rewrite this to use a more specialized approach for Socials in particular, but the AddEffect approach remains something we can use for other cases.
8 Years Ago
Car mostly working. Still need to add the Server->Client vehicle state sync but runs in CLIENT + SERVER mode.
8 Years Ago
Wrote two stat manipulator value simulators and based two effects on those.
8 Years Ago
Minor fixes
8 Years Ago
Setting up the clients to receive the vehicle pos/rot plus the wheel pos/rot for each wheel (plus overall velocity). Seems as simple as I can get it for now.
8 Years Ago
Going to try a different tactic with what wheel info I send. Committing what I have
8 Years Ago
Stat.RemoveManipulator checks if the manipulator being removed is the ActiveCapManpiluator and nulls it if so
8 Years Ago
Radial menu now shows valid targetted Abilities for all Entities Inspectable unlocks can trigger Trait discovery Added Inspectable unlocks EntityComponent and related Conditions Added EntityType Condition
8 Years Ago
Entity Inspection boilerplate/wip Changed a few comment headers ;x
8 Years Ago
FOR FUCK SAKE shaderforge
8 Years Ago
Vehicle conversion to networked model in progress