127,958 Commits over 4,109 Days - 1.30cph!
bow idle exported with correct prop position
Added behaviour trees to AI
Material impact FX progress backup
Don't import materials from meshes
Boltrifle/bow now have ironsights - which will get tweaked as time goes on
Made AI walk animation get set directly from velocity
Disabling wolf physics stuff - it's killing the server (sorry for butchering your code andre)
Bonus: flying wolves
Fixed animal meshes being spawned way off relative to their parent transform
Added separate layer for all AI
Added viewmodel sway (only on the bolt rifle atm)
Added Screen Shake systems
Screen shake to bolt rifle shoot
Fixed NRE's with deployed foundation
Hatchet swing, screenshake on hit
Screen shake on take damage
A few minor UI layout changes. Health bar hidden when health is at max.
Added rigidbodies to NetworkSleep (sets isKinematic)
Added NetworkSleep to wolf
Re-implemented AILocomotion
Added refresh interval to AISense
Refactored danger / obstacle / target info
Refactored AISense, AIObstacle and AIBody
Campfire provides heat
Campfire burns if too close
finished the deer animations
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
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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.
Made grass patches interpolate the terrain normal to avoid blocky shading in some situations
Fixed viewmodel going apeshit when looking up/down
Tagged server-side player prefab as "Player" for AI to uniquely identify it
Fixed chat input overlapping with status icons.
Added @media breakpoints for UI zoom level, commented out UpdateZoom() in glue.js
Reverted back due to issue with @media queries
Enabled AI in standalone build (revert this commit if shit gets fucked up)
Fixed obstacle gizmos ignoring collider offset
Fixed cylinder obstacle closest point calculation y value being off
Tweaked wolf prefab
Updated AI test scene
Added AIObstacle components to trees, ores, piles and building parts
Don't align animals to terrain normal on spawn
Network entities can be parented to each other (wip)
Weapon worldmodels are now network entities
Cleaned up how item worldEntities are handled
Merge to switch branches.
Backup commit for material FX.
Fixed AmplifyMotion shitting itself on script hot-reloading and some motion blur artifacts
Fixed vm_rockerlauncher missing AmplifyMotionObject script
Added working torch
Bumped up texture res on viewmodels
Fixed MaterialReplacement replacing materials on particles (!)
Fixed being able to shoot campfire heat/damage triggers(!)
Attempt to fix server-side NRE related to AI