reporust_rebootcancel

133,188 Commits over 4,293 Days - 1.29cph!

12 Years Ago
Disabling this code until Andre can make it stop throwing NRE's
12 Years Ago
Fixed gravity influence on AI being almost zero Fixed WolfController throwing NRE's on the dedicated server Made FollowTag use the entity lose distance as chase distance Updated AI test scene
12 Years Ago
Poison now has an effect on health Poison heals itself slowly over time Metabolism notices UI (wip) Network all metabolism data
12 Years Ago
Added Metal Ore item Added Metal Fragments item Added Sulfur Ore item
12 Years Ago
Don't open a menu if it has 0 options Furnace deployable, fully functional Deployables share building block guide material system Fixed stuff not cooking (Count module) Fixed Replace action not always working Deployables show placement validity properly again
12 Years Ago
Fixed being able to pick up and re-use shot rifle bullets Dropped items without world models use the burlap sack Added FakePhysics - for server-friendly physics Added smoke to bolt rifle attack Fixed effects not adhering to particle system length
12 Years Ago
Added Behave 2.3.3
12 Years Ago
improved some deer animations; added a new attack animation
12 Years Ago
We already have this dll in plugins - I'm guessing it's causing our compile to break
12 Years Ago
Skinned Mesh Collision more accurate alternative to sphere/hitboxes
12 Years Ago
Bulletholes for wood, concrete and metal. Includes a parallax shader. Also, rough impact fx progress.
12 Years Ago
Time for a merge
12 Years Ago
Sleeping bag models/prefabs (not functional yet)
12 Years Ago
Removed explicit stair handling from AI controller for performance reasons
12 Years Ago
Removed unused movement mask
12 Years Ago
Refactoring in preparation of the move to Behave 2
12 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
12 Years Ago
Fixed compile errors
12 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
12 Years Ago
Added inventory.give Medkit, Bandage, Antiradpills all working
12 Years Ago
Added flinch animations
12 Years Ago
bow idle exported with correct prop position
12 Years Ago
Ironsights partial
12 Years Ago
Added behaviour trees to AI
12 Years Ago
Material impact FX progress backup
12 Years Ago
deer death animation
12 Years Ago
Don't import materials from meshes
12 Years Ago
Updated behaviour tree
12 Years Ago
Boltrifle/bow now have ironsights - which will get tweaked as time goes on
12 Years Ago
Made AI walk animation get set directly from velocity
12 Years Ago
Disabling wolf physics stuff - it's killing the server (sorry for butchering your code andre) Bonus: flying wolves
12 Years Ago
Dry fire click clack
12 Years Ago
Fixed animal meshes being spawned way off relative to their parent transform
12 Years Ago
Added separate layer for all AI
12 Years Ago
Added viewmodel sway (only on the bolt rifle atm)
12 Years Ago
Added Screen Shake systems Screen shake to bolt rifle shoot
12 Years Ago
Fixed NRE's with deployed foundation
12 Years Ago
Hatchet swing, screenshake on hit
12 Years Ago
Screen shake on take damage
12 Years Ago
A few minor UI layout changes. Health bar hidden when health is at max.
12 Years Ago
Jump/Land screen jolts
12 Years Ago
Added rigidbodies to NetworkSleep (sets isKinematic)
12 Years Ago
Added NetworkSleep to wolf Re-implemented AILocomotion Added refresh interval to AISense Refactored danger / obstacle / target info Refactored AISense, AIObstacle and AIBody
12 Years Ago
Campfire provides heat Campfire burns if too close
12 Years Ago
Radiation trigger
12 Years Ago
finished the deer animations
12 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
12 Years Ago
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12 Years Ago
Minor code adjustments
12 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.