200,815 Commits over 4,171 Days - 2.01cph!
Made AI capable of walking over dynamic obstacles if they are below or above
Added radius to AI entity
Added falloff to obstacles
Added attraction to follow behaviour
Fixed inaccurate text selection in RichText controls (gran fixed it!)
Fixed OBB closest point calculation fuckup
Moved interest and danger gizmos drawing to AI entity
Made gizmos utility backup and restore matrix if modified within a method
Added wall building plan
Building blocks now 10x harder to destroy
Foundations placed on uneven ground are orientated to it
Imporved obstacle avoidance
Added more of those awesome debug gizmos
Added PhysicsMaterial to splattype/overlaytype
Added vis.footsteps console command
Specific footstep effect logic (not used yet)
commited character part assets to test seams
Fixed player model
Fixed NRE in LootableCorpse
Made AI system correctly handle inactive dangers, interests and obstacles
Made obstacle avoidance correctly deal with obstacles that are <= 0 units away
Made follow behaviour direction bloom more sane
Oops, didn't save properly
Updated AI test scene & tweaked obstacle avoidance slightly
Fixed stringtable fuckups
Updated build version in steam.inf
Added SignalEffect module
Added muzzle effect to bolt rifle (also plays shoot sound)
Added Rifle hold type
some animations for the deer.
Obligatory hotfixes
Fixed plugin_load not working at all
Fixed players being removed when sitting on a vehicle parented to another entity
Fixed render.CapturePixels crashing when used on render targets
Fixed Weapon:CallOnClient crashing when called on a weapon owned by a NPC
Fixed non-ASCII characters being removed from player names
Added visiblity mask and center / forward properties to AI entity
SendMessage "OnNetworkWake" on networkables on first subscriber join
SendMessage "OnNetworkSleep" on networkables on last subscriber leave
Added NetworkSleep component to turn off components when no network subscribers
Building Blocks turn off colliders when no network subscribers
(Left debug output in on purpose)
This was bullshit and I shouldn't have left it in
Fixed being able to walk through walls
More cave scene and asset updates. Deleted old cave assets.
Added network collider sleeping to trees/resources
Keep track of how many colliders/components are disabled in a static
Serverperformance log colliders, rigidbodies, buildingblock, disabled shit
Further AI thread safety preparations
Made AI child object / collider / rigidbody handling more robust
Made decision direction interpolation smoother
Removed some calculations that aren't required from the waypoint following script
Fixed cylinder obstacle closest point calculation Y value
Improved AI decision quality and performance of decision making
Improved obstacle avoidance
Updated AI test scene with more complex obstacles
Fixed disconnecting from a server landing you in a crazy limbo fally world
Fixed Disconnect still showing in main menu after disconnection
Fixed not being able to reconnect after disconnecting once
Fixed multiple viewmodels on death