252,586 Commits over 3,990 Days - 2.64cph!

9 Years Ago
Added basic implementation of single select controller + follow only camera
9 Years Ago
UI updates
9 Years Ago
Data save
9 Years Ago
Fixed interaction settings wrapper being a dick
9 Years Ago
Considerations contribution range is now defined on each wrapper, supports negative values Action wrapper goodness
9 Years Ago
Added regaining stamina ability and AI
9 Years Ago
bit more AI
9 Years Ago
Code cleanup
9 Years Ago
Projectiles fixed update
9 Years Ago
Radial menu doesn't show interactions for held items that still have active subscriptions (e.g. pickup) ActionChain executes actions marked for ExecuteOnBreak... on break!
9 Years Ago
Fixed VicinityEffects not creating their triggers on the correct layer
9 Years Ago
added anim debug exit, add to anim in state machine to debug log when it starts and how long it took before exiting
9 Years Ago
Navigation fix
9 Years Ago
Navigation destination reached callback revert
9 Years Ago
Projectile NRE fix + comments
9 Years Ago
UnitVIew assigns hitbox.Unit during Setup
9 Years Ago
Projectiles ignore collisions with their shooter
9 Years Ago
Log error if we fail to spawn a projectile in Unit.Combat.PerformRangedAttack
9 Years Ago
Animation/Navigtation state callback changes
9 Years Ago
FOR FUCK SAKE tweak AO and light
9 Years Ago
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9 Years Ago
- Started new bouncer AI
9 Years Ago
- Accelerate and StopAccelerating action code
9 Years Ago
- Started coding some AI conditionals for behaviour trees, now that I kinda know what I'm doing
bot
9 Years Ago
Automated Linux DS Build #370
bot
9 Years Ago
Automated Windows Build #370
bot
9 Years Ago
Automated OSX Build #370
bot
9 Years Ago
Automated Linux Build #370
9 Years Ago
CTextureManager::FindTexture no longer ignores textures with a blank name - stops CTextureManager::FindOrLoadTexture from leaking
9 Years Ago
car tex updated
9 Years Ago
camera and tree changes
9 Years Ago
camera and tree updates
9 Years Ago
mat color changes
9 Years Ago
car mats
9 Years Ago
lots of texture/tree/road mods
9 Years Ago
Fixed arrow trails being destroyed early, (VisualFX set to looping, stopped by Projectile when it lands, trail renderer set to autodestruct)
9 Years Ago
Only log Combat component range messages when a Unit is selected Territorial AI module "Attack Intruder" GoalPlan now uses the "Set Combat Target" Ability rather than Attack
9 Years Ago
Perimeter wall models/LODs/COLs and prefabs
9 Years Ago
Airfield carpark_a model
9 Years Ago
Industrial buildings - Watchtowers a,b,c,d models
9 Years Ago
Removing unused material
9 Years Ago
Industrial ruins - models
9 Years Ago
Fixed see players through walls with motion blur (RUST-1069)
9 Years Ago
If GetFreeState reports error, return default(T) for chance of null, rather than new T().
9 Years Ago
merge from prerlease
9 Years Ago
premerge from prerelease
9 Years Ago
merge
9 Years Ago
Added a couple of debug logs to try to catch this combat bug
9 Years Ago
GetFreeState in ActionSettings should never be able to "GetEnd" a null value, since we pre-allocate the entire array.
9 Years Ago
Compile fix