255,053 Commits over 3,990 Days - 2.66cph!

8 Years Ago
Fix bootstrap starting with car instead of character
8 Years Ago
Moved my budget network emulator out into its own class. Some other minor fixes.
8 Years Ago
Improved entity description string generation, passing a StringBuiler through each component Corpses now show their state in tooltip descriptions
8 Years Ago
Rename AIModuleGoal/GoalPlanParameters Fixed missing Selector in GoalPlan.CreateBreedingSocial
bot
8 Years Ago
Automated Linux DS Build #437
8 Years Ago
Unneeded stuff now that they're MBehaviours
bot
8 Years Ago
Automated Windows Build #437
8 Years Ago
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8 Years Ago
Basics of chaging NetCharacter to be a MonoBehaviour
8 Years Ago
Misc
8 Years Ago
Deleted old AI database asset
8 Years Ago
Migrated Goals, Goal Plans and BehaviourChain selectors to DataAssets
8 Years Ago
Forgot I was still on a branch. Mreged everything back to main.
8 Years Ago
Compile fix
8 Years Ago
Moved WaitForCollaboratorSyncSettings Tick impl to SimTick
8 Years Ago
Unit.Audio avoids checking datetime every frame (PooledAudioSource.Play takes an optional callback instead)
8 Years Ago
Moved INetworkPlayer implementation to PlayableCharacter. Fucked a few other things up...
8 Years Ago
Added close X button to container UI
8 Years Ago
SendToClients can now specify packet priority
8 Years Ago
Some stuff now sends using Immediate packet priority
8 Years Ago
All Monobehaviours that implement IRPCReceiver and are attached to a NetworkEntity should now be able to receive RPC calls
8 Years Ago
Testbox in build settings
8 Years Ago
Fixed some editor only crap breaking builds
8 Years Ago
Let's not unload the tribe create scene, just hide it because apparently unloading it made everything angry
8 Years Ago
ActivityManager NRE catch
8 Years Ago
Skills should have their initial level set during creation (no more Unskilled spam)
8 Years Ago
Effect editor tweaks
8 Years Ago
UI : Added back in/out animations to activity noficiation elements
8 Years Ago
UI : Added some preset animation boilerplate in UnitEffectIcon, effect severity defines which animation we use for now EFfectgs : Effects can specify a Severity type in data
8 Years Ago
more seam fixes
8 Years Ago
fixed trim seams
8 Years Ago
building updated
8 Years Ago
new trims n textures n maps for trims
8 Years Ago
trim texture mod
8 Years Ago
UI : Activity Notifications Widget uses Effect icon + color when available
8 Years Ago
Machine process editor displays asset menu, not just label. Add process button works again.
8 Years Ago
Campfire heat tweak.
8 Years Ago
Effect tweaks.
8 Years Ago
Lowered the orange hue variation on speedtrees
8 Years Ago
More tooltips.
8 Years Ago
Tiniest AO change.
8 Years Ago
StatManipulation percentage of enum/readability. Touched lots of effets data. Made Garlic and Yams consumable. Garlic makes you smell. A lot.
8 Years Ago
200kb worth of flying heart files in case bill ever becomes gamey.
8 Years Ago
Old temperate.
8 Years Ago
Deleted old biomedata and cloned a new one.
8 Years Ago
Biome colors
8 Years Ago
Biome colors
8 Years Ago
trying to make yam and garlic edible but errors on consume when harvested (seems ok after debug spawn)
8 Years Ago
Merge from main
8 Years Ago
Skip adding the CL entity name prefix if the game object name already contains it