196,950 Commits over 4,110 Days - 2.00cph!

8 Years Ago
Properly handle VOX sentences that fail to load instead of crashing later
8 Years Ago
Cash gets decreased if you die or go to jail
8 Years Ago
Cash on HUD shows correct amount now
8 Years Ago
Buy and sell shops no longer accept cash.
8 Years Ago
Added paused border/overlay thing
8 Years Ago
Tweaked stunt settings Fixed collision on hex prefabs
8 Years Ago
Added spin stunt
8 Years Ago
Make tooltip reappear after drag/dropped.
8 Years Ago
make tooltip follow mouse cursor
8 Years Ago
Converted some plots on testmap_small to commercial and added a placeholder gang building.
8 Years Ago
Got interaction with dropped world items working correctly
8 Years Ago
FaceTargetLoop will now break if the unit has stopped facing the target for any other reason (face target on unit view was being disabled if a unit was moving, which gets triggered if the unit gets bumped by another unit) This should fix animals getting stuck if they are bumped while facing taget
8 Years Ago
Fixed a couple of load/session change issues Fixed building upgrades not appearing in child radial menus
8 Years Ago
wip
8 Years Ago
Merge latest Main into Wallet branch. Wallet gets cash in HUD + this sorts out some merge conflicts before they get any worse.
8 Years Ago
Fixed crafting list going out of bounds with lots of recipes Better icon quality
8 Years Ago
Show current total cash in HUD
8 Years Ago
HeldItemModels doesn't need to be public. Just looks confusing in inspector.
8 Years Ago
Medkit use FX. This sucks so just throwing it in a branch. Will be better to add a deploy animation instead.
8 Years Ago
Fixed axe impact screen shakes affecting player camera even if the unit chopping wasn't being controlled (or in another tribe!) Some more debug readout stuff: can see an entity's enabled state and can see the EntityKnowledgeData associated with a known entity (displays distance and last seen on)
8 Years Ago
Changed medkit use from automatic when selected (which was meaning people kept using them accidentally) to quickslot-based, pressing left-mouse or E to use when selected.
8 Years Ago
Event driven music can optionally play only once per session (start game music)
8 Years Ago
Show tooltip on item hover in inventory ui
8 Years Ago
Tooltip stuff
8 Years Ago
Crafting screen progress
8 Years Ago
Removed ProCore.meta
8 Years Ago
Fixed bad merge with UIInventoryMenu
8 Years Ago
Misc
8 Years Ago
fixed bradley loot table giving way too much
8 Years Ago
SoundFX
8 Years Ago
set movement layer to 0 weight in animator, (should have been set in code?)
8 Years Ago
fixing workshop f-up
8 Years Ago
forgot from last checkin
8 Years Ago
Npcs should wait for dynamic navmesh to finish baking before attempting to spawn on a valid navmesh.
8 Years Ago
merge into main
8 Years Ago
skin approval
8 Years Ago
Crafting & Building windows show "unread" status icons on list elements Fixed map transition fog displaying wrong values
8 Years Ago
wolf improvements
8 Years Ago
set turn layer to 0 when is look at is not being called
8 Years Ago
merge from main
8 Years Ago
bradley health doubled bradley loot tables modified - won't drop explosives bradley turret aim adjusted - coax is way more accurate bradley coax damage slightly lowered
8 Years Ago
turn off turn layer if not 0 when unit anim code gets lodded
8 Years Ago
Removed unneeded stuff from BlueprintCategoryButton Toggle group instead of buttons on crafting screen.
8 Years Ago
Bandages, Mp5, Python, Sal Axe, Sal, Hammer, Sal Icepick, Sal sword - Updated to latest rig and added new arms
8 Years Ago
Semi auto rifle fbx revert
8 Years Ago
Removed terrain4_rock2_smoothness; replaced by spec on quarry_stone_debris Renamed terrain4_rock2_specularity Disabled readwrite on all terrain4_rock2 textures
8 Years Ago
Disabled full screen tutorial widget auto activation
8 Years Ago
Removed redundant Initialize override in ItemActionDesire that wasn't calling base and thus broke all the things
8 Years Ago
Fix potential deadlock in multicore rendering when messing with colour correction
8 Years Ago
Disabled mips on terrain alpha to prevent caves from closing in low quality