249,019 Commits over 3,959 Days - 2.62cph!

37 Days Ago
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37 Days Ago
In unlikely case of ground projection spherecast starting inside geo, handle failure gracefully and keep the point unprojected
37 Days Ago
Handle sphere traces that start inside geo returning Vector3.zero as their impact point
37 Days Ago
Reduce wolf circle speed by 25%, make it so that the wolves uses multiple different speeds when closing the gap instead of zigzaging at full speed
37 Days Ago
Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
37 Days Ago
merge from fix_antihack_toast_reason -> main
37 Days Ago
When sending "Antihack!" toast to client, include the antihack reason that is blocking placement - gives better information to bug reports
37 Days Ago
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37 Days Ago
balancing disabled achievements in easy mode stopwatch lerp timescale up bullet impact clouds, fix death cam zoom fixes
37 Days Ago
Prevent wolf from jumping inside geo if the player is tip toeing on a platform/cliff edge
37 Days Ago
Reduce wolf vision range at night
37 Days Ago
Deck uses prefab references, not spawned GameObjects, only spawn in once delivered to a player's hand
37 Days Ago
Clarify loading phase text Implement forward jump power stat, shuffle deck on generation
37 Days Ago
Don't need this anymore Int health This is also useless
38 Days Ago
Style fixes, cache buster
38 Days Ago
Fix code stretching mobile view We don't need to limit the width of the toc
38 Days Ago
TableOfContents component Load styles in the main layout again
38 Days Ago
Leaderboard backup, run #15797
38 Days Ago
merge from fix_monument_scenes_osx -> main
38 Days Ago
Fixed backward compat for Authority attribute when specifying NetPermission. Ensure networking is cleaned up after game leave so any last-chance RPCs can be sent.
38 Days Ago
Change deck generation to be a bit smarter. Cards can specify a range of how many we want in a deck
38 Days Ago
Try to give a card to the last half's loser on preparation start
38 Days Ago
Actually include stats from direct connection / dedicated server with net_debug on
38 Days Ago
Merge from ai_wolf_iteration
38 Days Ago
Fix serialization error
38 Days Ago
Merge from ai_wolf_iteration
38 Days Ago
Correctly return state failure when pathfinding failed
38 Days Ago
Merge from ai_wolf_iteration
38 Days Ago
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38 Days Ago
Prevent wolf from charging for too long
38 Days Ago
Add files via upload Added the enum for the available icons usable in the loading screen menu tip message for December's patch.
38 Days Ago
Added Connection.GetStats support / implementation for non-lobby Steam connections. Can view net stats for connection to dedicated server or clients connected to dedicated server as well
38 Days Ago
Fix wolf sometimes getting stuck in charge Add log when state finishes but has no end transition
38 Days Ago
Fix wolf standing still when circling into a wall
38 Days Ago
Fix wolf mesh staying below powerline platforms, even though their actual body is on top
38 Days Ago
Quick fix
38 Days Ago
Show deck in card phase panel
38 Days Ago
You can play as many cards as you want
38 Days Ago
Refactor card system - cards that aren't activated disable all effect components, introduce a deck, card inventories hold cards in their hierarchy instead of holding handles to resources
38 Days Ago
Make wolves give up even faster if you are mounted
38 Days Ago
Fix compile errors
38 Days Ago
Makes it easier to sneak on wolves when they are eating Clean up sight code Add better sight vislogs so we can debug exactly which cone caused the sighting
38 Days Ago
Refactoring card inventories so they persist throughout arena changes
38 Days Ago
Fix physics triangulation occasionally overwriting the vertex buffer Spheres & Capsules were always written at the beginning of the buffer
38 Days Ago
Fix wolves slowing down as they flee
38 Days Ago
Fix NRE when scene was unloaded while navmesh generation was running
38 Days Ago
Add RoundLifetimeCardEffect Add two new card types, CardType.GetIcon()
38 Days Ago
Cards can be deactivated
38 Days Ago
Revert switch to unity's async pathfinding, it causes more bugs than it solves