248,615 Commits over 3,928 Days - 2.64cph!
Removed old UnitManager_OnMinute method
Added climbing state (between grounding and sliding) where the player can hold its position and move sideways but not upwards
Changed slope speed adjustment to mostly affect sprinting speed (feels somewhat less like an 80 year old)
Fixed wobbliness / bounciness when trying to move up a stair that's slightly too high to move up
Improved ground normal detection (use exact normal instead of some interpolated shit)
Fixed so that decisions that score 0 or less will always be rejected by DM.
added black longsleeve
hardcoding steaminventory id's so there can't be any future fuckups
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Server print steamid etc on death messages - for 3rd party stat systems
Fixed steaminv schema bug
Bone armor models, materials, and basic prefabs
fixed the hunting bow and Rocket launcher view models so they don't look like Assjacks (tm) when you freelook
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Species Consideration now defines a Default Weight that's returned if a Species is not defined in the Species Weight list. Defaults to 0, but can be "inverted" to 1, say, for special cases.
Added Species Consideration and a Human Only example of it.
Steamclient Refactor
Steam Inventory loading, checking, refreshing
Holding alt now lets you look around (somewhat) freely instead of just looking back
Added step and slope test cases to PlayerMovement scene
Improved player landing, fall damage, grounded and sliding detection
Improved jump and sprint blocking after landing to feel more natural
Fixed various situations that could cause jumping weirdness
more 3rd person animations for 2handed sword
fixed a bug with the player switching from walk --> swimming
added new changes to inner platform and platform shader (still need to fix led texture or remove it) and tweaks to fogging values
SteamSystem becomes SteamClient
Make file inputs available
UnitManager call TickUnits via TOD_Time.OnMinute
Tweaking Unit+Senses raycasts a bit (better masking and layer checks on hit objects)
Raycasts can hit triggers now
Item now creates a child collider "SO Collider" acting as a Trigger on the SmartObjects layer
Items can piggy back onto other items blueprint unlocks
Can override clothing skins from item
Fix quarry sounds not fading out when the quarry is deactivated
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Player Model scene reorganization
removed trees from island003, painted some forest topology map areas
3rd person animations for 2handed sword
Added rocks/bank01 mesh
Added some layer culling code for testing
Tweaks
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