branchrust_reboot/maincancel

30,721 Commits over 3,867 Days - 0.33cph!

10 Years Ago
Destroy corpses a bit sooner, at least until we get some kind of ragdoll freezing
10 Years Ago
Fixed corpse not saving properly
10 Years Ago
Update metabolism and inventory seperately Send changed player state in an atomic invoke instead of checking for dirty Run metabolism much slower when asleep
10 Years Ago
Hide players when they're dead
10 Years Ago
Updated protocol #
10 Years Ago
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
10 Years Ago
Refactoring Added wolf prototype to AI test scene
10 Years Ago
boltrifle world model fixed bow worldmodel (it's still fucked, but less obviously) Fixed bone name pooling (again!)
10 Years Ago
improved the deer idle/walk animation; Added an attack animation and flinch anim
10 Years Ago
Fixed not being able to place walls on the edge of foundations
10 Years Ago
Fixed serverside compile errorz
10 Years Ago
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)
10 Years Ago
Minor tweaks & fixes
10 Years Ago
Fixed players turning into trees (string pool fixes)
10 Years Ago
Made the context map decision get influenced by pushing forces adjacent to the primary direction
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
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)