201,077 Commits over 4,171 Days - 2.01cph!
Handle stackable variable properly
Cooking/Spoiling now works again
-made some improvements to some of the animations for the hatchet, and bolt action. Also tweaked the playback values so the weapons don't look like they're being swung by a 75 year old man with arthritis.
Fixed fuckups from last night's commits
Moved old skinned meshes to clean parent folder. These will be removed fropm Plastic once LODS have been skinned & exported on new rig.
Better way of handling targets and obstacles
Simplified and improved follow and obstacle avoidance behaviours
Removed some unused variables
finished the rest of the animations for the flashlight
Forest type 3 WIP. Such trees, wow.
Socket based building system WIP
Added socket icons for easier editing
Now change construction parts with left/right (temporary)
Added next/previous key bindings
Added hack so mouse wheel calls next/previous automatically
Can change building parts using next/previous
Added new viewmodel rig with updated skeleton changes. _ML indicates this file still uses Minhs controller layout on top.
Construction ghost shader/effect - this is shit - lets get something better
Added custom obstacle data structures
adding in the clothing+body part lods as obj for alex
Split ObjectInfo into TargetInfo and ObstacleInfo
Added utility methods to get any 2 components of a Vector3 as a Vector2
Added editor gizmo to circle obstacle
Renamed ObstacleQuad to ObstacleAABB and tweaked closest point calculation
Added ObstacleOBB with closest point calculation
Added AI class prefix to all AI behaviours
adding urban head and urban torso lods
Made context map decision lerping more reasonable
Only draw gizmos of AI obstacles if selected
fixed mouse wheel up not going previous
sockets that are both male and female now flipped inside out before receiving a male
fixed up some of the building components - still need working through
added construction parts map
Added danger direction bloom to obstacle avoidance
Added configurable distance and time at which a track is lost to AI
-some new pickaxe animations
Error message start with hash so they show up uniquely if different but same error message
removed console.log hack (HTMLMain takes care of this now)
limited html spam to warnings/errors
viewmodel - check that we have an animationEvent before trying to use it in holster
HTMLComponent - check m_View for null before trying to use it
Updated viewmodels with `always animate`
Server browser now shows map name properly
Fixed client NRE on disconnect
source files for flare, flashlight
Tree optimizations and roots and stuff.
Fixed hatchet throwing NRE's