255,112 Commits over 3,990 Days - 2.66cph!

8 Years Ago
backup
8 Years Ago
Bunker rooms dressing scene for prefabs
8 Years Ago
DataParameters.id HideInInspector
8 Years Ago
Condition asset organisation Rolled all Corpse related conditions into single CorpseCondition with modes
8 Years Ago
progress, prevent building volumes outside caves
8 Years Ago
Editing, Publishing
8 Years Ago
Scene2Prefab caves
8 Years Ago
Decal editing
8 Years Ago
Fixed TribeTrackerWidget.Tracker.IsVisible NRE
8 Years Ago
Agent+Behaviour now deals with GPV slot state callbacks and failure history tracking DecisionContext Confidence calculation is hooked up again, using new failure tracking
8 Years Ago
Adding a 0.5m padding to building allowed zones in caves to allow for slight construction angles and alignment error
8 Years Ago
Editor tags compile fix
8 Years Ago
GoalPlanSettings now strores a list of optional "fail on interrupt" references to other GoalPlans Improved TribeTrackerWidget couroutine management to avoid rare IOEs
8 Years Ago
Cave_small_easy entrance rubberbanding fix Cave_small_medium layout rework
8 Years Ago
Removed HeldItem Actions and replaced with interface
8 Years Ago
Removing duplicate ALS project
8 Years Ago
New files
8 Years Ago
Improved bucket design to not clip with player's camera Made animation less choppy - got boring after a while
8 Years Ago
8 Years Ago
More
8 Years Ago
Ignores/deletes
8 Years Ago
8 Years Ago
Ignoring + deleting Icon file that plastic doesnt like
8 Years Ago
backup beam puzzles a notch easier
8 Years Ago
Collaboration request recipients don't null their reference to the request on accept/decline
8 Years Ago
Added testbox_nospawns scene Collaborations request state cleanup
8 Years Ago
adding conversation to repo
8 Years Ago
Texture picker, cleanup
8 Years Ago
fixed garlic not lodding, was due to missing material on collision mesh(weird) improved wolf walk anim added wolf addtive in combat facial anim
8 Years Ago
Enabled collaborations modules
8 Years Ago
Fixed rotation offset when exiting vehicles.
8 Years Ago
Scene2Prefab caves
8 Years Ago
Made beam jumping puzzles easier Fixed several blockers, jump shortcuts
8 Years Ago
Moved cginc in shaders/include/standard to shaders/standard/include Moved cginc in shaders/include/speedtree to shaders/nature/include Moved grass and std-speedtree* to shaders/nature Fixed cginc paths in all relevant shaders
8 Years Ago
Moved water scrips from 3rdparty to scripts/procedural/water Moved water resources and materials to content/nature/water Moved water shaders to content/shaders/water Renamed WaterEx component to Water
8 Years Ago
Changed car from four seats to one, driver only.
8 Years Ago
Updated getting in/out of vehicles. Can now attach both player and motor. There's still an issue with player's eye orientation after getting out.
8 Years Ago
Fixed movement on slopes. Ground normal always returned as 1 and slope speed calc was broken (probably unnoticed because slopes were never detected).
8 Years Ago
SerializedPropertyEx.Remove also applies property modifications to the root SerializedObject (fixes behaviour chain removal button not working in GoalPlanSettingsEditor) GoalPlan.PickUpThrownWeapon uses the regular PickUp Interaciton
8 Years Ago
Disabled fancy reflection that doesnt work in DataAsset.GetReferences Asset name typos, data save.
8 Years Ago
more picking up weapons
8 Years Ago
Restored ability to drive vehicles. Cleared last vestiges of the old PlayerInput.
8 Years Ago
more weapon picking up
8 Years Ago
Fixed potential IOE in AIDebugger
8 Years Ago
Re-wrote fallback GoalPlans system to be use existing systems and be less shit (Goals and Plans can be flagged as fallback, only considered when all non-fallback siblings fail)
8 Years Ago
Started adding last thrown weapon things
8 Years Ago
Fixed "Add Goal" button not working on Module nodes in the AI Designer
8 Years Ago
Fixed PlayerInput check and reduce hitbox opacity again.
8 Years Ago
fixed a hole in timber mine block T junction layout improvements cave_large_medium
8 Years Ago
AI Debugger shows buttons to quickly select module/goal/plan/selector/behaviour with each log TakeFromDispenser skill usage is conditional, not always applied (.Enabled in data)