33,183 Commits over 4,109 Days - 0.34cph!
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)
This was bullshit and I shouldn't have left it in
Fixed being able to walk through walls
Added network collider sleeping to trees/resources
Keep track of how many colliders/components are disabled in a static
Serverperformance log colliders, rigidbodies, buildingblock, disabled shit
Further AI thread safety preparations
Made AI child object / collider / rigidbody handling more robust
Made decision direction interpolation smoother
Removed some calculations that aren't required from the waypoint following script
Fixed cylinder obstacle closest point calculation Y value
Improved AI decision quality and performance of decision making
Improved obstacle avoidance
Updated AI test scene with more complex obstacles
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
Fixed multiple viewmodels on death
skinning updates to player mesh parts
Added colliders debug command
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
made some improvements to some of the deer animations ( run / scream / startled )
Made the context map decision get influenced by pushing forces adjacent to the primary direction
Fixed players turning into trees (string pool fixes)
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 serverside compile errorz
Fixed not being able to place walls on the edge of foundations
improved the deer idle/walk animation; Added an attack animation and flinch anim
boltrifle world model
fixed bow worldmodel (it's still fucked, but less obviously)
Fixed bone name pooling (again!)
Refactoring
Added wolf prototype to AI test scene
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
Hide players when they're dead
Update metabolism and inventory seperately
Send changed player state in an atomic invoke instead of checking for dirty
Run metabolism much slower when asleep
Fixed corpse not saving properly
Destroy corpses a bit sooner, at least until we get some kind of ragdoll freezing
Added feet variable for AI to step over stairs and on foundations (TODO: IK?)
Refactored and tweaked some AI calculations
Updated AI test scene
Updated items from admin site
Fixed viewmodels casting shadows
Refactored all the things
Added hacky but working wolf AI to the AI test scene
improved some deer animations ( attack / flinch / idle ); added a new eating grass animation
Fixed potential error when turning into ragdoll
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
Added wander behaviour and added it to the wolf idle state
Made danger / obstacle / target info serializable for easy debugging
Updated AI test scene
Unity keeps modifying this file
Updated wolf prefab (if everything works correctly nothing should change on the public servers)
tweaked deer attack animations; added a new flinch animation