branchrust_reboot/maincancel

32,046 Commits over 4,018 Days - 0.33cph!

11 Years Ago
Added AIObstacle components to trees, ores, piles and building parts
11 Years Ago
Tweaked wolf prefab Updated AI test scene
11 Years Ago
Fixed cylinder obstacle closest point calculation y value being off
11 Years Ago
Fixed obstacle gizmos ignoring collider offset
11 Years Ago
Enabled AI in standalone build (revert this commit if shit gets fucked up)
11 Years Ago
Minor tweaks and fixes
11 Years Ago
Reverted back due to issue with @media queries
11 Years Ago
Added @media breakpoints for UI zoom level, commented out UpdateZoom() in glue.js
11 Years Ago
Fixed chat input overlapping with status icons.
11 Years Ago
Updated AI test scene
11 Years Ago
Tagged server-side player prefab as "Player" for AI to uniquely identify it
11 Years Ago
Fixed viewmodel going apeshit when looking up/down
11 Years Ago
Made grass patches interpolate the terrain normal to avoid blocky shading in some situations
11 Years Ago
Added placeholder icons for vitals effects. Re arranged vital effect icons and removed labels, removed blue from the CSS. Health bar turns green when poisoned.
11 Years Ago
Minor code adjustments
11 Years Ago
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11 Years Ago
Changed AI parts to not be individual components but rather children properties of AIEntity Made every AI part have an individual refresh frequency that can be fine-tuned Added AI part ticking to BasicController and WolfController Updated AI test scene Updated wolf prefab
11 Years Ago
finished the deer animations
11 Years Ago
Radiation trigger
11 Years Ago
Campfire provides heat Campfire burns if too close
11 Years Ago
Added NetworkSleep to wolf Re-implemented AILocomotion Added refresh interval to AISense Refactored danger / obstacle / target info Refactored AISense, AIObstacle and AIBody
11 Years Ago
Added rigidbodies to NetworkSleep (sets isKinematic)
11 Years Ago
Jump/Land screen jolts
11 Years Ago
A few minor UI layout changes. Health bar hidden when health is at max.
11 Years Ago
Screen shake on take damage
11 Years Ago
Hatchet swing, screenshake on hit
11 Years Ago
Fixed NRE's with deployed foundation
11 Years Ago
Added Screen Shake systems Screen shake to bolt rifle shoot
11 Years Ago
Added viewmodel sway (only on the bolt rifle atm)
11 Years Ago
Added separate layer for all AI
11 Years Ago
Fixed animal meshes being spawned way off relative to their parent transform
11 Years Ago
Dry fire click clack
11 Years Ago
Disabling wolf physics stuff - it's killing the server (sorry for butchering your code andre) Bonus: flying wolves
11 Years Ago
Made AI walk animation get set directly from velocity
11 Years Ago
Boltrifle/bow now have ironsights - which will get tweaked as time goes on
11 Years Ago
Updated behaviour tree
11 Years Ago
Don't import materials from meshes
11 Years Ago
deer death animation
11 Years Ago
Added behaviour trees to AI
11 Years Ago
Ironsights partial
11 Years Ago
bow idle exported with correct prop position
11 Years Ago
Added flinch animations
11 Years Ago
Added inventory.give Medkit, Bandage, Antiradpills all working
11 Years Ago
String pool - force to lowercase String Pool skin part names Increased protocol Allow clothing to scale damage based on bones SkinnedMeshCollider probably needs a rethink, it's now doing things that are outside of its realm imo
11 Years Ago
Fixed compile errors
11 Years Ago
Players now start dead unless they have a sleeper Sleeping bag button on death screen Server sends re-spawn options on join/death Deployed objects remember who they were deployed by Deployed objects save who they were deployed by Fixed item module TakeDamage not working Fixed sleep screen wrongly taking priority over death screen Increased protocol Suicides are correctly logged as suicides
11 Years Ago
Refactoring in preparation of the move to Behave 2
11 Years Ago
Removed unused movement mask
11 Years Ago
Removed explicit stair handling from AI controller for performance reasons
11 Years Ago
Sleeping bag models/prefabs (not functional yet)