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105,845 Commits over 3,806 Days - 1.16cph!

10 Years Ago
10 Years Ago
commiting all the Deer sound .wavs
10 Years Ago
improved a bunch of deer animations
10 Years Ago
UI layout updates. Changed the way the loot window is positioned and sized. Added some overlay tests. Updated texture import settings for bolt rifle.
10 Years Ago
Fixed bone lookup fuckups
10 Years Ago
Attempt to fix server-side NRE related to AI
10 Years Ago
Added working torch Bumped up texture res on viewmodels Fixed MaterialReplacement replacing materials on particles (!) Fixed being able to shoot campfire heat/damage triggers(!)
10 Years Ago
Fixed AmplifyMotion shitting itself on script hot-reloading and some motion blur artifacts Fixed vm_rockerlauncher missing AmplifyMotionObject script
10 Years Ago
Backup commit for material FX.
10 Years Ago
Merge to switch branches.
10 Years Ago
Increasing protocol
10 Years Ago
Network entities can be parented to each other (wip) Weapon worldmodels are now network entities Cleaned up how item worldEntities are handled
10 Years Ago
Don't align animals to terrain normal on spawn
10 Years Ago
Added AIObstacle components to trees, ores, piles and building parts
10 Years Ago
Tweaked wolf prefab Updated AI test scene
10 Years Ago
Fixed cylinder obstacle closest point calculation y value being off
10 Years Ago
Fixed obstacle gizmos ignoring collider offset
10 Years Ago
Enabled AI in standalone build (revert this commit if shit gets fucked up)
10 Years Ago
Minor tweaks and fixes
10 Years Ago
Reverted back due to issue with @media queries
10 Years Ago
Added @media breakpoints for UI zoom level, commented out UpdateZoom() in glue.js
10 Years Ago
Fixed chat input overlapping with status icons.
10 Years Ago
Updated AI test scene
10 Years Ago
Tagged server-side player prefab as "Player" for AI to uniquely identify it
10 Years Ago
Fixed viewmodel going apeshit when looking up/down
10 Years Ago
Made grass patches interpolate the terrain normal to avoid blocky shading in some situations
10 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.
10 Years Ago
Minor code adjustments
10 Years Ago
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10 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
10 Years Ago
finished the deer animations
10 Years Ago
Radiation trigger
10 Years Ago
Campfire provides heat Campfire burns if too close
10 Years Ago
Added NetworkSleep to wolf Re-implemented AILocomotion Added refresh interval to AISense Refactored danger / obstacle / target info Refactored AISense, AIObstacle and AIBody
10 Years Ago
Added rigidbodies to NetworkSleep (sets isKinematic)
10 Years Ago
Jump/Land screen jolts
10 Years Ago
A few minor UI layout changes. Health bar hidden when health is at max.
10 Years Ago
Screen shake on take damage
10 Years Ago
Hatchet swing, screenshake on hit
10 Years Ago
Fixed NRE's with deployed foundation
10 Years Ago
Added Screen Shake systems Screen shake to bolt rifle shoot
10 Years Ago
Added viewmodel sway (only on the bolt rifle atm)
10 Years Ago
Added separate layer for all AI
10 Years Ago
Fixed animal meshes being spawned way off relative to their parent transform
10 Years Ago
Dry fire click clack
10 Years Ago
Disabling wolf physics stuff - it's killing the server (sorry for butchering your code andre) Bonus: flying wolves
10 Years Ago
Made AI walk animation get set directly from velocity
10 Years Ago
Boltrifle/bow now have ironsights - which will get tweaked as time goes on
10 Years Ago
Updated behaviour tree
10 Years Ago
Don't import materials from meshes