110,878 Commits over 3,897 Days - 1.19cph!
Added Terrain socket
Added Terrain layer (especially for terrain!)
Masively refactored the way constructions use sockets
Builder module now uses a declared building component
Debug: GiveDefaultItems puts shit on your beltbar for easier debugging
Added foundation plan
Fixed orphaned server query callback causing NRE's
Fixed query NRE errors when steam isn't present
Append error to stop of stack trace, so it shows properly in sentry
commiting player animations for when the player is jogging diagonally
Looks like this meta file can be removed
Time of Day update to 2.0.9
prefab files for a bunch of the view models.
Time of Day update to 2.0.8
Code refactoring and formating
Renamed AI test scene and added danger test
Added AIAvoidDanger behaviour
Renamed AIObstacleAvoidance to AIAvoidObstacle
Fixed terrible performance issue
-rest of the pickaxe animations done; Added sound fx to all of the current weapons
Tweaks to better observe server query NRE
Added configurable punishment value to AI obstacles
Locked down ConCommand.Index - index is built on demand
Terrain quality convar
Terrain quality in F2 menu
Automatically add Terrain Quality to procedural terrain
Made AI movement less insane
Tweaked context map default parameters and decision making
Added AI waypoint follow script
Added socket base so we can have different types of socket
Added area based sockets (needs work, but theory is there)
Added MathExtensions.cs
Construction ghost updates on frame, instead of tick (smoother)
Moved construction placement code so it can be called by ghost
Fixed hatchet throwing NRE's
Tree optimizations and roots and stuff.
Fixed client NRE on disconnect
Server browser now shows map name properly
Updated viewmodels with `always animate`
removed console.log hack (HTMLMain takes care of this now)
limited html spam to warnings/errors
viewmodel - check that we have an animationEvent before trying to use it in holster
HTMLComponent - check m_View for null before trying to use it
Error message start with hash so they show up uniquely if different but same error message
-some new pickaxe animations
Added configurable distance and time at which a track is lost to AI
Added danger direction bloom to obstacle avoidance
fixed mouse wheel up not going previous
sockets that are both male and female now flipped inside out before receiving a male
fixed up some of the building components - still need working through
added construction parts map
Only draw gizmos of AI obstacles if selected
Made context map decision lerping more reasonable
Added AI class prefix to all AI behaviours
Added ObstacleOBB with closest point calculation
Renamed ObstacleQuad to ObstacleAABB and tweaked closest point calculation
Added editor gizmo to circle obstacle
Added utility methods to get any 2 components of a Vector3 as a Vector2