128,942 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Added current decision gizmo to AI entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed pickup not working
Fixed being able to shoot building blocks to bits
 
                
                
                
                
                
             
         
        
            
            
            
                
                Vary PlayerUpdate fractionally to avoid bunching up
 
                
                
                
                
                
             
         
        
            
            
            
                
                Auroras that suck less, and lots of little northern scene stuff.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Automatically destroy more components on dedicatd server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made cylinder obstacle gizmo look like a cylinder
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed warnings
Fixed player hit detection being fucked
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Rexported rock meshes with centered pivots. Minor shader update. New cave entrance test scene and WIP assets.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added gizmos utility class (axis-aligned circle & cylinder, oriented box)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Unity keeps modifying this
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made stuff use GizmosUtil where it makes sense
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed OBB closest point calculation fuckup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved interest and danger gizmos drawing to AI entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made gizmos utility backup and restore matrix if modified within a method
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added wall building plan
Building blocks now 10x harder to destroy
Foundations placed on uneven ground are orientated to it
 
                
                
                
                
                
             
         
        
            
            
            
                
                Imporved obstacle avoidance
Added more of those awesome debug gizmos
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added PhysicsMaterial to splattype/overlaytype
Added vis.footsteps console command
Specific footstep effect logic (not used yet)
 
                
                
                
                
                
             
         
        
            
            
            
                
                commited character part assets to test seams
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed player model
Fixed NRE in LootableCorpse
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made AI system correctly handle inactive dangers, interests and obstacles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made obstacle avoidance correctly deal with obstacles that are <= 0 units away
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made follow behaviour direction bloom more sane
 
                
                
                
                
                
             
         
        
            
            
            
                
                Oops, didn't save properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated AI test scene & tweaked obstacle avoidance slightly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed stringtable fuckups
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added SignalEffect module
Added muzzle effect to bolt rifle (also plays shoot sound)
Added Rifle hold type
 
                
                
                
                
                
             
         
        
            
            
            
                
                some animations for the deer.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added visiblity mask and center / forward properties to AI entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                This was bullshit and I shouldn't have left it in
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed being able to walk through walls
 
                
                
                
                
                
             
         
        
            
            
            
                
                More cave scene and asset updates. Deleted old cave assets.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added network collider sleeping to trees/resources
 
                
                
                
                
                
             
         
        
            
            
            
                
                Keep track of how many colliders/components are disabled in a static
Serverperformance log colliders, rigidbodies, buildingblock, disabled shit
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Further AI thread safety preparations
Made AI child object / collider / rigidbody handling more robust
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Made decision direction interpolation smoother
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed some calculations that aren't required from the waypoint following script
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed cylinder obstacle closest point calculation Y value
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improved AI decision quality and performance of decision making
Improved obstacle avoidance
Updated AI test scene with more complex obstacles