241,106 Commits over 3,867 Days - 2.60cph!

8 Years Ago
Re-wrote Combat attack speed and callback timeouts to use TOD datetime and game speed multiplier
8 Years Ago
Build retry on failure
8 Years Ago
- New WIP area 2 enemy, vacuum launcher
8 Years Ago
Fuck you unity and your shitty prefab bullshit you absolutely cocktrumpet
8 Years Ago
Tooltip screen pos entity fix
8 Years Ago
WaitForUnitFlagChange EndImplementation fix Tooltip alignemnt stuff
8 Years Ago
Copy speed test
8 Years Ago
- Added some randomness to bouncer charge - More work on area 2 enemy
8 Years Ago
tweaks
8 Years Ago
RUST-1077 ServerMgr.Xp.GetAgent bug
8 Years Ago
Staggered unity launching
8 Years Ago
protocol++
8 Years Ago
merge into prerelease
8 Years Ago
merge into prerelease
8 Years Ago
bugfixes, codecleanup
8 Years Ago
Removed EntityTooltipWidget, functionality ported to TooltipWidget
8 Years Ago
merge from prerelease
8 Years Ago
Error ourputting
8 Years Ago
added city_2 scene with new hex blocks, better road width and simplecity buildings on
8 Years Ago
Build tweaks
8 Years Ago
trying to add skinning to deer corpses but unable to make it despense hides added hide view model added generic clothing item view model and assigned it to clothing items updated default importer settings to auto turn on colliders in item meshes
8 Years Ago
Fixed TooltipWidget not being added to the UIManager's element list Added timeout deactivation to TooltipWidget, also deactivates when the source TooltipElement is null
8 Years Ago
UnitCommandsWidget deactivate after init UIWidget.IsActive defaults to true in base init
8 Years Ago
Reverted accidental controller change
8 Years Ago
UnitCommandsWidget only active when the player has a unit selected WaveAt Ability has same species condition
8 Years Ago
- Booze Burner behaviour tree - Accelerate action node can now be set to accelerate away from target - Flamethrower script reworked to just be a toggle and damage logic, toggling moved to behaviour tree - Deleted some shit
8 Years Ago
..
8 Years Ago
Less parallelism
8 Years Ago
Fixed corpses not getting their isCarried animator param set Minor tweaks to WaitForStatSettings
8 Years Ago
Set confidence multiplier to 0 on all Abiltiies and Interactions Disabled "single unit" controller mode, for now Perception condition fix
8 Years Ago
Added perception checks to various combat AI goals, plans and abilities
8 Years Ago
UIManager player/entity interaction checks for cursor moved to SmartObject member
8 Years Ago
Misc Senses cleanup
8 Years Ago
Added Clear Combat Target behaviour to common combat AI module Added ClearCombatTargetAction
8 Years Ago
CanPerceiveTarget -> CanPerceiveEntity condition rename, enum modes and blackboard support
8 Years Ago
Added CanPerceieveTarget Condition
8 Years Ago
TaskWidget Animator assignment GUI scene save
8 Years Ago
Unit.Senses.CanPerceive overloads
8 Years Ago
Corpse animation event method cleanup/clarity renames
8 Years Ago
Merged AI back to main
8 Years Ago
ignores
8 Years Ago
cheats work in build
8 Years Ago
repaired crafting code to maintain ownership and add ownership to items based on resources provided/crafter added xp gains from cooking/eating other peoples food
8 Years Ago
missing file
8 Years Ago
Aaaalmost there
8 Years Ago
Fixed bug causing hunger spam.
8 Years Ago
PlayerCameraEditor only updates active camera module when game is running Player prefab save, follow camera mode offset tweak
8 Years Ago
IntroUI boilerplate Fixed TaskWidget.SetState NRE catch
8 Years Ago
Another missing file.
8 Years Ago
PSD