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108,027 Commits over 3,867 Days - 1.16cph!

10 Years Ago
Mo things.
10 Years Ago
Cave asset updates. Waterfall shader. Added VPaint plugin back in. + Holy giant merge batman.
10 Years Ago
Missing mushrooms, some grass stuff.
10 Years Ago
Killing sneaky zombie files.
10 Years Ago
Massive nature file restructuring and cleaning. Some new minor nature props.
10 Years Ago
made some improvements to some of the deer animations ( run / scream / startled )
10 Years Ago
Walls now can't be half hanging off foundations Cleaned up placement guide code Added jitter to invalid building blocks, to try to find suitable place
10 Years Ago
Added colliders debug command
10 Years Ago
skinning updates to player mesh parts
10 Years Ago
Sleep rock colliders too
10 Years Ago
Fixed multiple viewmodels on death
10 Years Ago
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
10 Years Ago
Updated AI test scene
10 Years Ago
Minor tweaks & fixes
10 Years Ago
Improved AI decision quality and performance of decision making Improved obstacle avoidance Updated AI test scene with more complex obstacles
10 Years Ago
Fixed cylinder obstacle closest point calculation Y value
10 Years Ago
Removed some calculations that aren't required from the waypoint following script
10 Years Ago
Made decision direction interpolation smoother
10 Years Ago
Removed more debug spam
10 Years Ago
Refactoring
10 Years Ago
Further AI thread safety preparations Made AI child object / collider / rigidbody handling more robust
10 Years Ago
Removed debug output
10 Years Ago
Keep track of how many colliders/components are disabled in a static Serverperformance log colliders, rigidbodies, buildingblock, disabled shit
10 Years Ago
Added network collider sleeping to trees/resources
10 Years Ago
More cave scene and asset updates. Deleted old cave assets.
10 Years Ago
Fixed being able to walk through walls
10 Years Ago
This was bullshit and I shouldn't have left it in
10 Years Ago
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)
10 Years Ago
Added visiblity mask and center / forward properties to AI entity
10 Years Ago
some animations for the deer.
10 Years Ago
Added SignalEffect module Added muzzle effect to bolt rifle (also plays shoot sound) Added Rifle hold type
10 Years Ago
Planner tool tweaks
10 Years Ago
Fixed stringtable fuckups
10 Years Ago
Updated AI test scene & tweaked obstacle avoidance slightly
10 Years Ago
Oops, didn't save properly
10 Years Ago
Made follow behaviour direction bloom more sane
10 Years Ago
Made obstacle avoidance correctly deal with obstacles that are <= 0 units away
10 Years Ago
Made AI system correctly handle inactive dangers, interests and obstacles
10 Years Ago
Fixed player model Fixed NRE in LootableCorpse
10 Years Ago
commited character part assets to test seams
10 Years Ago
Added PhysicsMaterial to splattype/overlaytype Added vis.footsteps console command Specific footstep effect logic (not used yet)
10 Years Ago
Refactoring
10 Years Ago
Imporved obstacle avoidance Added more of those awesome debug gizmos
10 Years Ago
Added wall building plan Building blocks now 10x harder to destroy Foundations placed on uneven ground are orientated to it
10 Years Ago
Made gizmos utility backup and restore matrix if modified within a method
10 Years Ago
Moved interest and danger gizmos drawing to AI entity
10 Years Ago
Fixed OBB closest point calculation fuckup
10 Years Ago
Updated AI test scene
10 Years Ago
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
10 Years Ago
Made stuff use GizmosUtil where it makes sense