30,721 Commits over 3,867 Days - 0.33cph!
Destroy corpses a bit sooner, at least until we get some kind of ragdoll freezing
Fixed corpse not saving properly
Update metabolism and inventory seperately
Send changed player state in an atomic invoke instead of checking for dirty
Run metabolism much slower when asleep
Hide players when they're dead
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
Refactoring
Added wolf prototype to AI test scene
boltrifle world model
fixed bow worldmodel (it's still fucked, but less obviously)
Fixed bone name pooling (again!)
improved the deer idle/walk animation; Added an attack animation and flinch anim
Fixed not being able to place walls on the edge of foundations
Fixed serverside compile errorz
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 players turning into trees (string pool fixes)
Made the context map decision get influenced by pushing forces adjacent to the primary direction
made some improvements to some of the deer animations ( run / scream / startled )
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
Added colliders debug command
skinning updates to player mesh parts
Fixed multiple viewmodels on death
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
Improved AI decision quality and performance of decision making
Improved obstacle avoidance
Updated AI test scene with more complex obstacles
Fixed cylinder obstacle closest point calculation Y value
Removed some calculations that aren't required from the waypoint following script
Made decision direction interpolation smoother
Further AI thread safety preparations
Made AI child object / collider / rigidbody handling more robust
Keep track of how many colliders/components are disabled in a static
Serverperformance log colliders, rigidbodies, buildingblock, disabled shit
Added network collider sleeping to trees/resources
Fixed being able to walk through walls
This was bullshit and I shouldn't have left it in
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)
Added visiblity mask and center / forward properties to AI entity
some animations for the deer.
Added SignalEffect module
Added muzzle effect to bolt rifle (also plays shoot sound)
Added Rifle hold type
Fixed stringtable fuckups
Updated AI test scene & tweaked obstacle avoidance slightly
Oops, didn't save properly
Made follow behaviour direction bloom more sane
Made obstacle avoidance correctly deal with obstacles that are <= 0 units away
Made AI system correctly handle inactive dangers, interests and obstacles
Fixed player model
Fixed NRE in LootableCorpse
commited character part assets to test seams
Added PhysicsMaterial to splattype/overlaytype
Added vis.footsteps console command
Specific footstep effect logic (not used yet)