108,226 Commits over 3,867 Days - 1.17cph!
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
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
Added Metal Ore item
Added Metal Fragments item
Added Sulfur Ore item
Poison now has an effect on health
Poison heals itself slowly over time
Metabolism notices UI (wip)
Network all metabolism data
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
Disabling this code until Andre can make it stop throwing NRE's
Cleaned up layer tags (removing old UI layers)
Added component for doing simple curve based animation of the local position of objects
Campfire light bounces about
Can't place campfires on campfires (using Deployed layer)
Updated camera to render Deployed layer
Added Deployed layer to collision_setup prefab
Fixed campfire + wood not creating charcoal
Fixed ItemConditional_Chance not working as intended
tweaked deer attack animations; added a new flinch animation
Updated wolf prefab (if everything works correctly nothing should change on the public servers)
Unity keeps modifying this file
Added wander behaviour and added it to the wolf idle state
Made danger / obstacle / target info serializable for easy debugging
Updated AI test scene
Tweaked AI controllers
Added a factor to maintain the forward direction to the context map decision
Tweaked follow behaviours
Split AI obstacle and entity mask
Made AI entity visiblity check faster and safer
Updated AI test scene
Fixed potential error when turning into ragdoll
improved some deer animations ( attack / flinch / idle ); added a new eating grass animation
Cave scene updates and sounds
Fixed a tree branch, and added AM to arctic camera.
More cave scene and waterfall updates
Refactored all the things
Added hacky but working wolf AI to the AI test scene
Fixed viewmodels casting shadows
Updated items from admin site
Added feet variable for AI to step over stairs and on foundations (TODO: IK?)
Refactored and tweaked some AI calculations
Updated AI test scene
Destroy corpses a bit sooner, at least until we get some kind of ragdoll freezing
Fixed corpse not saving properly
Go home, grass_puff_1_.tga
Scene stuff for Bill, and started some impact effects.
Update metabolism and inventory seperately
Send changed player state in an atomic invoke instead of checking for dirty
Run metabolism much slower when asleep
Hide players when they're dead
Ragdolls now inherit their parents bone positions properly
Added Transform.GetAllChildren
Chanegd BasePlayer.worldmodel to BasePlayer.playerModel
Added BaseEntity.model - should only be used clientside
Removed shitty looking wireframe effect from build guide
Added Model component - which serves out the right bones for ragdolls
Added Ragdoll component - which handles copying bones from models
Removed BoneStringPooler - this is done in the Model component now
Refactoring
Added wolf prototype to AI test scene
boltrifle world model
fixed bow worldmodel (it's still fucked, but less obviously)
Fixed bone name pooling (again!)
LUT for the northern tundra.
improved the deer idle/walk animation; Added an attack animation and flinch anim
Fixed not being able to place walls on the edge of foundations
Tiny wolf fur tweak, mushroom prefabs, fixed cliff shader detail textures.
Fixed serverside compile errorz
Don't pool an empty string
Cleaned up how bone names get string pooled
Added player.ChatMessage( str )
Failed building block placements will return an error in chat (temp debug)
Fixed players turning into trees (string pool fixes)
Made the context map decision get influenced by pushing forces adjacent to the primary direction