243,159 Commits over 3,898 Days - 2.60cph!
adding in the clothing+body part lods as obj for alex
Added custom obstacle data structures
Construction ghost shader/effect - this is shit - lets get something better
Added new viewmodel rig with updated skeleton changes. _ML indicates this file still uses Minhs controller layout on top.
Added next/previous key bindings
Added hack so mouse wheel calls next/previous automatically
Can change building parts using next/previous
Added socket icons for easier editing
Now change construction parts with left/right (temporary)
Socket based building system WIP
Forest type 3 WIP. Such trees, wow.
finished the rest of the animations for the flashlight
Removed some unused variables
Better way of handling targets and obstacles
Simplified and improved follow and obstacle avoidance behaviours
Moved old skinned meshes to clean parent folder. These will be removed fropm Plastic once LODS have been skinned & exported on new rig.
Fixed fuckups from last night's commits
-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.
Cooking/Spoiling now works again
Handle stackable variable properly
Deploying from a stack now doesn't use entire stack
Burnable/Fuel, removed redundant bullshit
Fixed item containers not creating
Made context menus work again
-new flashlight animations
Updated items from newly modular item site - this breaks everything
Removed AI entity decision lerping
Fixed command line values not being set
Fixed NREs when calling HTML functions before it's ready
Cooking pot for the campfire with LODs.
added BorderlineHD, made the playerprefs scores game-specific