30,721 Commits over 3,867 Days - 0.33cph!
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
bow idle exported with correct prop position
Added inventory.give
Medkit, Bandage, Antiradpills all working
String pool - force to lowercase
String Pool skin part names
Increased protocol
Allow clothing to scale damage based on bones
SkinnedMeshCollider probably needs a rethink, it's now doing things that are outside of its realm imo
Players now start dead unless they have a sleeper
Sleeping bag button on death screen
Server sends re-spawn options on join/death
Deployed objects remember who they were deployed by
Deployed objects save who they were deployed by
Fixed item module TakeDamage not working
Fixed sleep screen wrongly taking priority over death screen
Increased protocol
Suicides are correctly logged as suicides
Refactoring in preparation of the move to Behave 2
Removed unused movement mask
Removed explicit stair handling from AI controller for performance reasons
Sleeping bag models/prefabs (not functional yet)
Skinned Mesh Collision more accurate alternative to sphere/hitboxes
We already have this dll in plugins - I'm guessing it's causing our compile to break
improved some deer animations; added a new attack animation
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
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
Added Metal Ore item
Added Metal Fragments item
Added Sulfur Ore item
Poison now has an effect on health
Poison heals itself slowly over time
Metabolism notices UI (wip)
Network all metabolism data
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
Disabling this code until Andre can make it stop throwing NRE's
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
Fixed campfire + wood not creating charcoal
Fixed ItemConditional_Chance not working as intended
tweaked deer attack animations; added a new flinch animation
Updated wolf prefab (if everything works correctly nothing should change on the public servers)
Unity keeps modifying this file
Added wander behaviour and added it to the wolf idle state
Made danger / obstacle / target info serializable for easy debugging
Updated AI test scene
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
Fixed potential error when turning into ragdoll
improved some deer animations ( attack / flinch / idle ); added a new eating grass animation
Refactored all the things
Added hacky but working wolf AI to the AI test scene
Fixed viewmodels casting shadows
Updated items from admin site
Added feet variable for AI to step over stairs and on foundations (TODO: IK?)
Refactored and tweaked some AI calculations
Updated AI test scene