30,757 Commits over 3,867 Days - 0.33cph!
commiting all the Deer sound .wavs
improved a bunch of deer animations
UI layout updates. Changed the way the loot window is positioned and sized. Added some overlay tests. Updated texture import settings for bolt rifle.
Fixed bone lookup fuckups
Attempt to fix server-side NRE related to AI
Added working torch
Bumped up texture res on viewmodels
Fixed MaterialReplacement replacing materials on particles (!)
Fixed being able to shoot campfire heat/damage triggers(!)
Fixed AmplifyMotion shitting itself on script hot-reloading and some motion blur artifacts
Fixed vm_rockerlauncher missing AmplifyMotionObject script
Network entities can be parented to each other (wip)
Weapon worldmodels are now network entities
Cleaned up how item worldEntities are handled
Don't align animals to terrain normal on spawn
Added AIObstacle components to trees, ores, piles and building parts
Tweaked wolf prefab
Updated AI test scene
Fixed cylinder obstacle closest point calculation y value being off
Fixed obstacle gizmos ignoring collider offset
Enabled AI in standalone build (revert this commit if shit gets fucked up)
Reverted back due to issue with @media queries
Added @media breakpoints for UI zoom level, commented out UpdateZoom() in glue.js
Fixed chat input overlapping with status icons.
Tagged server-side player prefab as "Player" for AI to uniquely identify it
Fixed viewmodel going apeshit when looking up/down
Made grass patches interpolate the terrain normal to avoid blocky shading in some situations
Added placeholder icons for vitals effects. Re arranged vital effect icons and removed labels, removed blue from the CSS. Health bar turns green when poisoned.
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Changed AI parts to not be individual components but rather children properties of AIEntity
Made every AI part have an individual refresh frequency that can be fine-tuned
Added AI part ticking to BasicController and WolfController
Updated AI test scene
Updated wolf prefab
finished the deer animations
Campfire provides heat
Campfire burns if too close
Added NetworkSleep to wolf
Re-implemented AILocomotion
Added refresh interval to AISense
Refactored danger / obstacle / target info
Refactored AISense, AIObstacle and AIBody
Added rigidbodies to NetworkSleep (sets isKinematic)
A few minor UI layout changes. Health bar hidden when health is at max.
Screen shake on take damage
Hatchet swing, screenshake on hit
Fixed NRE's with deployed foundation
Added Screen Shake systems
Screen shake to bolt rifle shoot
Added viewmodel sway (only on the bolt rifle atm)
Added separate layer for all AI
Fixed animal meshes being spawned way off relative to their parent transform
Disabling wolf physics stuff - it's killing the server (sorry for butchering your code andre)
Bonus: flying wolves
Made AI walk animation get set directly from velocity
Boltrifle/bow now have ironsights - which will get tweaked as time goes on
Don't import materials from meshes
Added behaviour trees to AI