248,649 Commits over 3,928 Days - 2.64cph!
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
Made stuff use GizmosUtil where it makes sense
Unity keeps modifying this
Added gizmos utility class (axis-aligned circle & cylinder, oriented box)
Rexported rock meshes with centered pivots. Minor shader update. New cave entrance test scene and WIP assets.
Fixed warnings
Fixed player hit detection being fucked
Made cylinder obstacle gizmo look like a cylinder
Automatically destroy more components on dedicatd server
Auroras that suck less, and lots of little northern scene stuff.
Vary PlayerUpdate fractionally to avoid bunching up
Added updated player clothes file with revised meshes
Fixed pickup not working
Fixed being able to shoot building blocks to bits
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)
Added current decision gizmo to AI entity
Improved context map decision making
Made FollowWaypoint target distance configurable
Those two gizmos are no longer required
Added debug gizmo to behaviour base class
Added target distance to follow behaviour
Fixed max per-behaviour max distance being ignored by follow behaviour
Made AI handler always execute in-editor
Added some basic AI script descriptions
Coder-art-fixed the menu background terrain height being off
Restored menu background terrain
Added normal mapping to menu background terrain
Added updated head OBJ files to source folder
Only execute AI handler on server
Added player weights folder & files
updated OBJ source folder
Time to get this to main to keep the branch from diverging
Replaced cylinder obstacle height with extents (= height / 2)
Made obstacle closest point checks 3D
Added hands LOD0 obj to source folder
Added placeholder texture for missing splats to fix pointless error logs in dedicated build
Oops, need TestLevelTerrain for the test level :S
Committing these meta files so it doesn't keep asking me to commit them
util.KeyValuesToTable and util.KeyValuesToTablePreserveOrder now accept a third parameter, set to true to preserve key case
vgui.LoadControlsFromFile/LoadControlsFromString now properly creates scripted panels
Improved vgui.LoadControlsFromString (no longer writes to a temporary file)
Merging terrain normal related changes