128,810 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
        
            
            
            
                
                Fixed NREs when calling HTML functions before it's ready
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed command line values not being set
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed AI entity decision lerping
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated items from newly modular item site - this breaks everything
 
                
                
                
                
                
             
         
        
            
            
            
                
                -new flashlight animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made context menus work again
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed item containers not creating
 
                
                
                
                
                
             
         
        
            
            
            
                
                Burnable/Fuel, removed redundant bullshit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deploying from a stack now doesn't use entire stack
 
                
                
                
                
                
             
         
        
            
            
            
                
                Handle stackable variable properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cooking/Spoiling now works again
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                -made some improvements to some of the animations for the hatchet, and bolt action. Also tweaked the playback values so the weapons don't look like they're being swung by a 75 year old man with arthritis.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed fuckups from last night's commits
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better way of handling targets and obstacles
Simplified and improved follow and obstacle avoidance behaviours
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed some unused variables
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                finished the rest of the animations for the flashlight
 
                
                
                
                
                
             
         
        
            
            
            
                
                Forest type 3 WIP. Such trees, wow.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Socket based building system WIP
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added socket icons for easier editing
Now change construction parts with left/right (temporary)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added next/previous key bindings
Added hack so mouse wheel calls next/previous automatically
Can change building parts using next/previous
 
                
                
                
                
                
             
         
        
            
            
            
                
                Construction ghost shader/effect - this is shit - lets get something better
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added custom obstacle data structures
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Split ObjectInfo into TargetInfo and ObstacleInfo
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added utility methods to get any 2 components of a Vector3 as a Vector2
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added editor gizmo to circle obstacle
 
                
                
                
                
                
             
         
        
            
            
            
                
                Renamed ObstacleQuad to ObstacleAABB and tweaked closest point calculation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added ObstacleOBB with closest point calculation
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added AI class prefix to all AI behaviours
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made context map decision lerping more reasonable
 
                
                
                
                
                
             
         
        
            
            
            
                
                Only draw gizmos of AI obstacles if selected
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added danger direction bloom to obstacle avoidance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added configurable distance and time at which a track is lost to AI
 
                
                
                
                
                
             
         
        
            
            
            
                
                -some new pickaxe animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Error message start with hash so they show up uniquely if different but same error message
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated viewmodels with `always animate`
 
                
                
                
                
                
             
         
        
            
            
            
                
                Server browser now shows map name properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed client NRE on disconnect
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tree optimizations and roots and stuff.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed hatchet throwing NRE's