240,767 Commits over 3,867 Days - 2.59cph!

9 Years Ago
last checkin was the wrong file, this is the real fix for in combat while running glitch on the human
9 Years Ago
fix for in combat while runing glitching
9 Years Ago
Press F1 to select the currently selected Unit's view gameobject
9 Years Ago
Debug select only control
9 Years Ago
Ground/world clicks deselect all entities not just units, duh
9 Years Ago
clothing tweaks
9 Years Ago
made bear idle loop work
9 Years Ago
PlayerController entity selection fixes, event properties
9 Years Ago
merge from main
9 Years Ago
Entity.OnSelect/OnDeselect bool set in base methods
9 Years Ago
Entity.Transform property rename for clarity
9 Years Ago
Merge from main
9 Years Ago
Player can select any entity in editor
9 Years Ago
Fixed compilation error in underwater.shader
9 Years Ago
EntityViewEditor for children
9 Years Ago
EntityViewEditor SmartObject panel
9 Years Ago
Disabled ItemViewEditor
9 Years Ago
added back transition to emotes from idle
9 Years Ago
Bu-bye, TAA, we hardly knew ye
9 Years Ago
AvatarPostprocessor tweak
9 Years Ago
new idle randomise system movements on human setup to stop spamming console
9 Years Ago
- More proc testing
9 Years Ago
hoodie tweaks
9 Years Ago
- More island gen
9 Years Ago
Touched river and ocean shaders just in case
9 Years Ago
▉ ▊█▍ ▊▌▅█▍▄▉▅▊▉ ▅█▇▉ ▇▌▇█▆
9 Years Ago
updated window and road height
9 Years Ago
Fixed building culling bug.
9 Years Ago
merge + skybox
9 Years Ago
Added extra LODS
9 Years Ago
Added border nature stuff.
9 Years Ago
- WIP ammo pickup placeholder UI
9 Years Ago
Randomize road width slightly Rivers react to obstacles in a more natural way Reduced river and road vertex count slightly Fixed riverside and roadside topologies reaching too far around rivers and roads Tweaked river and road splat adjustment fade Fixed rivers sometimes randomly failing to be added to the water map (physics weirdness) Added normal smoothing factor to road and river meshes Fixed mesh normal discontinuities when rivers and roads have to be split for collider perf
9 Years Ago
Merge from main
9 Years Ago
wood armor pants/jacket not repairable can wear broken armor at 25% effectiveness
9 Years Ago
armor balance roadsign armor more effective against melee, less effective against bullet wood armor very effective at stopping shots, but breaks after being hit twice helmets overall more effective against melee, but easier to break metal facemask/chestplate slightly cheaper, but only save 5-8 shots before requiring repair bone armor nerfed against bullets slightly ( it looks stupid anyway so don't use it ) code cleanup
9 Years Ago
Ragdoll uses new rig.
9 Years Ago
armor condition lowered by damage absorbed final breaking shot on armor properly only absorbs what it can fractionally rather than 0 or 1 cannot wear broken armor broken helmets fly off the player on kill headshot broken items have warning icon armor provides 100% protection until broken rather than scaled by its condition
9 Years Ago
Data save
9 Years Ago
Compile fix
9 Years Ago
Missed event
9 Years Ago
if UNITY_EDITOR wraps EntitySettings.OnValidateHook
9 Years Ago
Merge from main
9 Years Ago
Merge from main
9 Years Ago
Entity removal refactor
9 Years Ago
EntityView event fixes and UnitCollection trigger re-write
9 Years Ago
More view > entity monobehaviour deferal
9 Years Ago
DecisionMaker init fixes and additional cached casting for new Group derived Entity types Also added temporal AA from the playdead repo
9 Years Ago
Fixed a bunch of broken prefab refs
9 Years Ago
Radial layout thing EC injects smartobject interactions in base init UnitGroups to UnitClass