200,314 Commits over 4,140 Days - 2.02cph!

7 Years Ago
Fixed incorrect prefab references in the rock_dressing scene
7 Years Ago
fixed super bright white bubbles and plankton field when underwater added missing phrases updated diving tank icon
7 Years Ago
diving mask can be used with miner hat
7 Years Ago
fixed underwater rock formation crate spawns
7 Years Ago
Network issue testing: Adding some additional diagnostic info
7 Years Ago
Removed NPCs from default game mode
7 Years Ago
Reduce weapon recoil a little
7 Years Ago
Allow setting target framerates more easily. Fix the way VSync was set.
7 Years Ago
Remove unused var
7 Years Ago
Better, simpler, framerate-independent eye view punch
7 Years Ago
Punch: Update current before target
7 Years Ago
Gun stat adjust
7 Years Ago
AI tweaks at Compound Scene2Prefab
7 Years Ago
Networking issue: More/different stats
7 Years Ago
NPC Vending machine tables
7 Years Ago
Slight increase in scientist respawn times at Compound. Work towards preventing Scientists from crouch walking like idiots.
7 Years Ago
Scene2Prefab
7 Years Ago
peacekeeper scientist
7 Years Ago
Different stats again
7 Years Ago
Switched out scientist type for compound spawners. Scene2Prefab
7 Years Ago
NPC turrets clean up sleepers after 20 minutes fixed NPC turret aim offset on sleepers
7 Years Ago
additional sentry turrets in compound
7 Years Ago
ch47 no longer visits shitty monuments
7 Years Ago
NPC vending machine prefabs
7 Years Ago
Cleaned out old IsHostile function.
7 Years Ago
Increased stopping distance slightly for waypoint paths, to ensure Scientists don't get stuck while pathing.
7 Years Ago
Stationary scientists can return to spawn.
7 Years Ago
Scene2Prefab
7 Years Ago
Tweaks to AI at Compound. Unfreeze NPCs due to bad tweaks. Stationary NPCs now actually return to their spawn post properly.
7 Years Ago
Updated rules sign
7 Years Ago
Couple of fixes scene2prefab compound
7 Years Ago
Added buttons to Cohesion debug to trigger people joining and leaving the tribe
7 Years Ago
Fixed mountable NRE when destroyed from moving into an invalid position
7 Years Ago
Merge from main
7 Years Ago
Fixed Hostility check and tidied it up so we can see what's going on in there
7 Years Ago
Merge from main
7 Years Ago
Merge from compound_monument
7 Years Ago
branching wip network refactor
7 Years Ago
Stop navigating at end of FollowCombatTarget
7 Years Ago
Scene2Prefab
7 Years Ago
Manifest
7 Years Ago
Network++ Save++
7 Years Ago
Dont parent views to container transforms in standalone builds
7 Years Ago
Fixed GroupNeeds not unsubscribing from TimeManager.OnHour when destroyed (i.e. between sessions, causing NREs) TerrainDecals destroys any TerrainDecalObject instances in OnDestroy (for safety, this should be taken care of by scene unloading) Session.LoadScene calls SceneManager.SetActiveScene to make sure we spawn things in the correct scene for cleaner session management
7 Years Ago
wip moving to Client / ClientConnection and Server / ServerConnection setup
7 Years Ago
Bug fixes Out of bound prevent movement volumes now work correctly compound scene2prefab
7 Years Ago
Building now has a HasActiveConstruction property to indicate that there's some sort of construction going on. Various bits of building AI now check this instead of IsFinished making it possible to build upgrades.
7 Years Ago
update career UI : changed league/market tab
7 Years Ago
Fixed settlement creation UI appearing after loading a game
7 Years Ago
NetworkServer -> Server, more refactoring