240,963 Commits over 3,867 Days - 2.60cph!

8 Years Ago
arty saucy stuff
8 Years Ago
removed spit from small fire and added to a new big one with the object/transform to attach animals to called AP_MACHINE_PRIMARY
8 Years Ago
island 0001 saved without splat paint mode
8 Years Ago
smartobject_test saved without splat paint mode on gg
8 Years Ago
Fixed terrain asset constantly being modified even when nothing changed
8 Years Ago
Deleted BuildingSkin, and an unused enum
8 Years Ago
Fixed grass splat tints not updating when seasons change
8 Years Ago
press T to move scene camera to game camera
8 Years Ago
on full import of project noticed these files were missing from plastic (although unused) and there were duplicate models that should be removed to avoid confusion
8 Years Ago
animated tanning rack with the generic bool isActivated to trigger if it has an animal skin or not
8 Years Ago
testmap fixed
8 Years Ago
Data
8 Years Ago
car + car tinting added
8 Years Ago
exported reworked city hex blocks , and exported fbx of a test city scene
8 Years Ago
Added back Item Find Desire creation when adding a Item Craft Desire
8 Years Ago
Reset all AH values on disconnect
8 Years Ago
Fixed weapon attachments leaking their entities to clients
8 Years Ago
latest
8 Years Ago
added collision meshes to hex pieces
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8 Years Ago
Automated Linux DS Build #343
8 Years Ago
Added GoalPlanVariant.IsPlayerCreated
8 Years Ago
Added an example tutorial type task that triggers another task upon completion.
bot
8 Years Ago
Automated Windows Build #343
bot
8 Years Ago
Automated Linux Build #343
8 Years Ago
* Added reload_legacy_addons console command
8 Years Ago
Network Entity parenting bugs.
8 Years Ago
campfire tweaking
8 Years Ago
added being roasted anim to bear (which is the base animal controler) and deer added isBeingRoasted bool to generic animal controller
8 Years Ago
added spit to campfire
8 Years Ago
Conveyor Belt crane model/LODs/COL/Prefabs Powerplant & Trainyard update
8 Years Ago
renamed CombatInterrupt to triggerCombatInterrupt and make the human controller go to idle or idlecombat if triggered
8 Years Ago
Use queued IMaterialVar for all engine code rather than just Lua userdata - fixes matproxies with multicore rendering
8 Years Ago
New RCC
8 Years Ago
Adding networkentity parenting.
8 Years Ago
Added LOD1 playable prefab
8 Years Ago
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8 Years Ago
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8 Years Ago
Merged water caustics to main
8 Years Ago
Merge from main
8 Years Ago
Updated water prefab
8 Years Ago
Added different anims for shallow and deep surface Added ligth based projection Active only on Q >= 1
8 Years Ago
AbilitySettings.ExposedToPlayer moved to BaseBehaviourPlanSettings "Intention generation mode" property added to InteractionSettings Interaction Intention generation in GameUI radial menu setup
8 Years Ago
Data save
8 Years Ago
ActivitySubTypes moved into separate enums and related refactoring.
8 Years Ago
Throwable weapon anim changes, animator update & events
8 Years Ago
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8 Years Ago
Creating a test to test out group switching errors and partial serialization.
8 Years Ago
Building structures - Silos models/LODs/COLs and prefabs Powerplant update
8 Years Ago
Compile fix
8 Years Ago
Resources are allowed to spawn in cupboard radius