128,967 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added SignalEffect module
Added muzzle effect to bolt rifle (also plays shoot sound)
Added Rifle hold type
 
                
                
                
                
                
             
         
        
            
            
            
                
                some animations for the deer.
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                skinning updates to player mesh parts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added colliders debug command
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                made some improvements to some of the deer animations ( run / scream / startled )
 
                
                
                
                
                
             
         
        
            
            
            
                
                Massive nature file restructuring and cleaning. Some new minor nature props.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Killing sneaky zombie files.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Missing mushrooms, some grass stuff.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cave asset updates. Waterfall shader. Added VPaint plugin back in. + Holy giant merge batman.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Made the context map decision get influenced by pushing forces adjacent to the primary direction
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed players turning into trees (string pool fixes)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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