branchrust_reboot/maincancel

32,084 Commits over 4,018 Days - 0.33cph!

11 Years Ago
tweaked deer attack animations; added a new flinch animation
11 Years Ago
Updated wolf prefab (if everything works correctly nothing should change on the public servers)
11 Years Ago
Unity keeps modifying this file
11 Years Ago
Added wander behaviour and added it to the wolf idle state Made danger / obstacle / target info serializable for easy debugging Updated AI test scene
11 Years Ago
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11 Years Ago
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
11 Years Ago
Fixed potential error when turning into ragdoll
11 Years Ago
improved some deer animations ( attack / flinch / idle ); added a new eating grass animation
11 Years Ago
Refactored all the things Added hacky but working wolf AI to the AI test scene
11 Years Ago
Fixed viewmodels casting shadows
11 Years Ago
Updated phrases
11 Years Ago
Updated items from admin site
11 Years Ago
Added feet variable for AI to step over stairs and on foundations (TODO: IK?) Refactored and tweaked some AI calculations Updated AI test scene
11 Years Ago
Destroy corpses a bit sooner, at least until we get some kind of ragdoll freezing
11 Years Ago
Fixed corpse not saving properly
11 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
11 Years Ago
Hide players when they're dead
11 Years Ago
Updated protocol #
11 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
11 Years Ago
Refactoring Added wolf prototype to AI test scene
11 Years Ago
boltrifle world model fixed bow worldmodel (it's still fucked, but less obviously) Fixed bone name pooling (again!)
11 Years Ago
improved the deer idle/walk animation; Added an attack animation and flinch anim
11 Years Ago
Fixed not being able to place walls on the edge of foundations
11 Years Ago
Fixed serverside compile errorz
11 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)
11 Years Ago
Minor tweaks & fixes
11 Years Ago
Fixed players turning into trees (string pool fixes)
11 Years Ago
Made the context map decision get influenced by pushing forces adjacent to the primary direction
11 Years Ago
made some improvements to some of the deer animations ( run / scream / startled )
11 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
11 Years Ago
Added colliders debug command
11 Years Ago
skinning updates to player mesh parts
11 Years Ago
Sleep rock colliders too
11 Years Ago
Fixed multiple viewmodels on death
11 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
11 Years Ago
Updated AI test scene
11 Years Ago
Minor tweaks & fixes
11 Years Ago
Improved AI decision quality and performance of decision making Improved obstacle avoidance Updated AI test scene with more complex obstacles
11 Years Ago
Fixed cylinder obstacle closest point calculation Y value
11 Years Ago
Removed some calculations that aren't required from the waypoint following script
11 Years Ago
Made decision direction interpolation smoother
11 Years Ago
Removed more debug spam
11 Years Ago
Refactoring
11 Years Ago
Further AI thread safety preparations Made AI child object / collider / rigidbody handling more robust
11 Years Ago
Removed debug output
11 Years Ago
Keep track of how many colliders/components are disabled in a static Serverperformance log colliders, rigidbodies, buildingblock, disabled shit
11 Years Ago
Added network collider sleeping to trees/resources
11 Years Ago
Fixed being able to walk through walls
11 Years Ago
This was bullshit and I shouldn't have left it in
11 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)