127,180 Commits over 4,109 Days - 1.29cph!
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
Added socket base so we can have different types of socket
Added area based sockets (needs work, but theory is there)
Added MathExtensions.cs
Construction ghost updates on frame, instead of tick (smoother)
Moved construction placement code so it can be called by ghost
Added AI waypoint follow script
Tweaked context map default parameters and decision making
Made AI movement less insane
Locked down ConCommand.Index - index is built on demand
Terrain quality convar
Terrain quality in F2 menu
Automatically add Terrain Quality to procedural terrain
Added configurable punishment value to AI obstacles
Tweaks to better observe server query NRE
-rest of the pickaxe animations done; Added sound fx to all of the current weapons
Fixed terrible performance issue
Renamed AIObstacleAvoidance to AIAvoidObstacle
Added AIAvoidDanger behaviour
Renamed AI test scene and added danger test
Code refactoring and formating
Time of Day update to 2.0.8