199,528 Commits over 4,140 Days - 2.01cph!
Spawned entities send a creation message immediately
Added Ape serve walk anims
Simplified decider choice comparison.
rigged up the view model for the ak47.
Low level animal actions now tick a behaviour tree.
Added speed context to flee action.
Fixed AI think process.
Fixed AI attack and move to.
Don't re-network updated stability value unless it changed
source files for 3rd person spear animations
Updated Ape serve & Added Ape win anim
tweaked the pistol/rifle shell materials so they look more shiny;
tweaked the 3rd person run animations;
added an idle animation for the ak47 view model
Animals can now compete to establish dominance.
Animals now have a stand action.
added some variations to the 3rd person melee attack. There's now 3 different attack animations that get played randomly.
tweaked the placement of the salvaged hammer and made it use "pickaxe" hold as it looks more natural that way.
Guards against NaN/Infinity vectors and added warnings
Don't load entities with NAN/Infinity positions, warn on it
Tweaked WorkQueue warning times
Show stats in server console
Tweaking console newline behaviour
globalchat enabled by default
More server console tweaks/fixes
UpdateSurroundingsQueue profiling
WorkQueue performance tweak
Restored animals sensing attack initiators.
Animals now send an eat animation trigger.
Merged chances from ranked.
Merged changes from main.
firing animations for the ak47 view model;
alternate attack animation for the 3rd person pickaxe
A bunch of simple meta file changes.
Restored hunting changes.
Merged changes from animals/ranked.
added Eating animations for all of the animals.
First pass at thompson sounds
[block_party] blocks death faces, time bonus for completion
some animations for the ak47 view model;
fixed a bug w/ rifle shell casing model.
Added backhand to ape amim controller, baked root motion into backhand body shot, Added special move effect to elvis prefab
Added a timestep to replay packet
Gave many of the animal classes a more generic name.
NPC now send an animation state property across the network.
changed the animals to use 1 state variable, instead of separate variables for sleeping / eating / tired / etc..
NPC now set animation state when making decisions.
Merged changes from main.
NPC now briefly stop thinking and moving while they eat.
Another IsNaNOrInfinity check in AILocomotion
Setting up console window to host other developer tools
Started profiling Behave.