127,268 Commits over 4,109 Days - 1.29cph!
Don't pool an empty string
Cleaned up how bone names get string pooled
Added player.ChatMessage( str )
Failed building block placements will return an error in chat (temp debug)
Fixed serverside compile errorz
Tiny wolf fur tweak, mushroom prefabs, fixed cliff shader detail textures.
Fixed not being able to place walls on the edge of foundations
improved the deer idle/walk animation; Added an attack animation and flinch anim
LUT for the northern tundra.
boltrifle world model
fixed bow worldmodel (it's still fucked, but less obviously)
Fixed bone name pooling (again!)
Refactoring
Added wolf prototype to AI test scene
Ragdolls now inherit their parents bone positions properly
Added Transform.GetAllChildren
Chanegd BasePlayer.worldmodel to BasePlayer.playerModel
Added BaseEntity.model - should only be used clientside
Removed shitty looking wireframe effect from build guide
Added Model component - which serves out the right bones for ragdolls
Added Ragdoll component - which handles copying bones from models
Removed BoneStringPooler - this is done in the Model component now
Hide players when they're dead
Update metabolism and inventory seperately
Send changed player state in an atomic invoke instead of checking for dirty
Run metabolism much slower when asleep
Scene stuff for Bill, and started some impact effects.
Go home, grass_puff_1_.tga
Fixed corpse not saving properly
Destroy corpses a bit sooner, at least until we get some kind of ragdoll freezing
Added feet variable for AI to step over stairs and on foundations (TODO: IK?)
Refactored and tweaked some AI calculations
Updated AI test scene
Updated items from admin site
Fixed viewmodels casting shadows
Refactored all the things
Added hacky but working wolf AI to the AI test scene
More cave scene and waterfall updates
Fixed a tree branch, and added AM to arctic camera.
Cave scene updates and sounds
improved some deer animations ( attack / flinch / idle ); added a new eating grass animation
Fixed potential error when turning into ragdoll
Tweaked AI controllers
Added a factor to maintain the forward direction to the context map decision
Tweaked follow behaviours
Split AI obstacle and entity mask
Made AI entity visiblity check faster and safer
Updated AI test scene
Added wander behaviour and added it to the wolf idle state
Made danger / obstacle / target info serializable for easy debugging
Updated AI test scene
Unity keeps modifying this file
Updated wolf prefab (if everything works correctly nothing should change on the public servers)
tweaked deer attack animations; added a new flinch animation
Fixed campfire + wood not creating charcoal
Fixed ItemConditional_Chance not working as intended
Cleaned up layer tags (removing old UI layers)
Added component for doing simple curve based animation of the local position of objects
Campfire light bounces about
Can't place campfires on campfires (using Deployed layer)
Updated camera to render Deployed layer
Added Deployed layer to collision_setup prefab
Disabling this code until Andre can make it stop throwing NRE's
Fixed gravity influence on AI being almost zero
Fixed WolfController throwing NRE's on the dedicated server
Made FollowTag use the entity lose distance as chase distance
Updated AI test scene
Poison now has an effect on health
Poison heals itself slowly over time
Metabolism notices UI (wip)
Network all metabolism data
Added Metal Ore item
Added Metal Fragments item
Added Sulfur Ore item
Don't open a menu if it has 0 options
Furnace deployable, fully functional
Deployables share building block guide material system
Fixed stuff not cooking (Count module)
Fixed Replace action not always working
Deployables show placement validity properly again
Fixed being able to pick up and re-use shot rifle bullets
Dropped items without world models use the burlap sack
Added FakePhysics - for server-friendly physics
Added smoke to bolt rifle attack
Fixed effects not adhering to particle system length
improved some deer animations; added a new attack animation
We already have this dll in plugins - I'm guessing it's causing our compile to break
Skinned Mesh Collision more accurate alternative to sphere/hitboxes
Bulletholes for wood, concrete and metal. Includes a parallax shader. Also, rough impact fx progress.