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111,260 Commits over 3,928 Days - 1.18cph!

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
More cave scene and asset updates. Deleted old cave assets.
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)
11 Years Ago
Added visiblity mask and center / forward properties to AI entity
11 Years Ago
some animations for the deer.
11 Years Ago
Added SignalEffect module Added muzzle effect to bolt rifle (also plays shoot sound) Added Rifle hold type
11 Years Ago
Planner tool tweaks
11 Years Ago
Fixed stringtable fuckups
11 Years Ago
Updated AI test scene & tweaked obstacle avoidance slightly
11 Years Ago
Oops, didn't save properly
11 Years Ago
Made follow behaviour direction bloom more sane
11 Years Ago
Made obstacle avoidance correctly deal with obstacles that are <= 0 units away
11 Years Ago
Made AI system correctly handle inactive dangers, interests and obstacles
11 Years Ago
Fixed player model Fixed NRE in LootableCorpse
11 Years Ago
commited character part assets to test seams
11 Years Ago
Added PhysicsMaterial to splattype/overlaytype Added vis.footsteps console command Specific footstep effect logic (not used yet)
11 Years Ago
Refactoring
11 Years Ago
Imporved obstacle avoidance Added more of those awesome debug gizmos
11 Years Ago
Added wall building plan Building blocks now 10x harder to destroy Foundations placed on uneven ground are orientated to it
11 Years Ago
Made gizmos utility backup and restore matrix if modified within a method
11 Years Ago
Moved interest and danger gizmos drawing to AI entity
11 Years Ago
Fixed OBB closest point calculation fuckup
11 Years Ago
Updated AI test scene
11 Years Ago
Made AI capable of walking over dynamic obstacles if they are below or above Added radius to AI entity Added falloff to obstacles Added attraction to follow behaviour
11 Years Ago
Made stuff use GizmosUtil where it makes sense
11 Years Ago
Unity keeps modifying this
11 Years Ago
Added gizmos utility class (axis-aligned circle & cylinder, oriented box)
11 Years Ago
Rexported rock meshes with centered pivots. Minor shader update. New cave entrance test scene and WIP assets.
11 Years Ago
Merge
11 Years Ago
Fixed warnings Fixed player hit detection being fucked
11 Years Ago
Made cylinder obstacle gizmo look like a cylinder
11 Years Ago
Automatically destroy more components on dedicatd server
11 Years Ago
Auroras that suck less, and lots of little northern scene stuff.
11 Years Ago
Vary PlayerUpdate fractionally to avoid bunching up
11 Years Ago
Fixed pickup not working Fixed being able to shoot building blocks to bits
11 Years Ago
Item modules are no longer instanced per item Item modules use opt-in event system instead of interface style system Item modules no longer derive from Scriptableobject Renamed ItemInformation to Item.Definition Item definition now holds Modules (instead of Item)
11 Years Ago
Added current decision gizmo to AI entity
11 Years Ago
Improved context map decision making
11 Years Ago
Made FollowWaypoint target distance configurable
11 Years Ago
Those two gizmos are no longer required
11 Years Ago
Added debug gizmo to behaviour base class
11 Years Ago
Added target distance to follow behaviour Fixed max per-behaviour max distance being ignored by follow behaviour