108,224 Commits over 3,867 Days - 1.17cph!
Killing sneaky zombie files.
Massive nature file restructuring and cleaning. Some new minor nature props.
made some improvements to some of the deer animations ( run / scream / startled )
Walls now can't be half hanging off foundations
Cleaned up placement guide code
Added jitter to invalid building blocks, to try to find suitable place
Added colliders debug command
skinning updates to player mesh parts
Fixed multiple viewmodels on death
Fixed disconnecting from a server landing you in a crazy limbo fally world
Fixed Disconnect still showing in main menu after disconnection
Fixed not being able to reconnect after disconnecting once
Improved AI decision quality and performance of decision making
Improved obstacle avoidance
Updated AI test scene with more complex obstacles
Fixed cylinder obstacle closest point calculation Y value
Removed some calculations that aren't required from the waypoint following script
Made decision direction interpolation smoother
Further AI thread safety preparations
Made AI child object / collider / rigidbody handling more robust
Keep track of how many colliders/components are disabled in a static
Serverperformance log colliders, rigidbodies, buildingblock, disabled shit
Added network collider sleeping to trees/resources
More cave scene and asset updates. Deleted old cave assets.
Fixed being able to walk through walls
This was bullshit and I shouldn't have left it in
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)
Added visiblity mask and center / forward properties to AI entity
some animations for the deer.
Added SignalEffect module
Added muzzle effect to bolt rifle (also plays shoot sound)
Added Rifle hold type
Fixed stringtable fuckups
Updated AI test scene & tweaked obstacle avoidance slightly
Oops, didn't save properly
Made follow behaviour direction bloom more sane
Made obstacle avoidance correctly deal with obstacles that are <= 0 units away
Made AI system correctly handle inactive dangers, interests and obstacles
Fixed player model
Fixed NRE in LootableCorpse
commited character part assets to test seams
Added PhysicsMaterial to splattype/overlaytype
Added vis.footsteps console command
Specific footstep effect logic (not used yet)
Imporved obstacle avoidance
Added more of those awesome debug gizmos
Added wall building plan
Building blocks now 10x harder to destroy
Foundations placed on uneven ground are orientated to it
Made gizmos utility backup and restore matrix if modified within a method
Moved interest and danger gizmos drawing to AI entity
Fixed OBB closest point calculation fuckup
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
Made stuff use GizmosUtil where it makes sense
Unity keeps modifying this
Added gizmos utility class (axis-aligned circle & cylinder, oriented box)
Rexported rock meshes with centered pivots. Minor shader update. New cave entrance test scene and WIP assets.