243,633 Commits over 3,898 Days - 2.60cph!
Tree optimizations and roots and stuff.
source files for flare, flashlight
Fixed client NRE on disconnect
Server browser now shows map name properly
Updated viewmodels with `always animate`
removed console.log hack (HTMLMain takes care of this now)
limited html spam to warnings/errors
viewmodel - check that we have an animationEvent before trying to use it in holster
HTMLComponent - check m_View for null before trying to use it
Error message start with hash so they show up uniquely if different but same error message
-some new pickaxe animations
Added configurable distance and time at which a track is lost to AI
Added danger direction bloom to obstacle avoidance
fixed mouse wheel up not going previous
sockets that are both male and female now flipped inside out before receiving a male
fixed up some of the building components - still need working through
added construction parts map
Only draw gizmos of AI obstacles if selected
Made context map decision lerping more reasonable
adding urban head and urban torso lods
Added AI class prefix to all AI behaviours
Added ObstacleOBB with closest point calculation
Renamed ObstacleQuad to ObstacleAABB and tweaked closest point calculation
Added editor gizmo to circle obstacle
Added utility methods to get any 2 components of a Vector3 as a Vector2
Split ObjectInfo into TargetInfo and ObstacleInfo
adding in the clothing+body part lods as obj for alex
Added custom obstacle data structures
Construction ghost shader/effect - this is shit - lets get something better
Added new viewmodel rig with updated skeleton changes. _ML indicates this file still uses Minhs controller layout on top.
Added next/previous key bindings
Added hack so mouse wheel calls next/previous automatically
Can change building parts using next/previous
Added socket icons for easier editing
Now change construction parts with left/right (temporary)
Socket based building system WIP
Forest type 3 WIP. Such trees, wow.
finished the rest of the animations for the flashlight
Removed some unused variables
Better way of handling targets and obstacles
Simplified and improved follow and obstacle avoidance behaviours
Moved old skinned meshes to clean parent folder. These will be removed fropm Plastic once LODS have been skinned & exported on new rig.
Fixed fuckups from last night's commits
-made some improvements to some of the animations for the hatchet, and bolt action. Also tweaked the playback values so the weapons don't look like they're being swung by a 75 year old man with arthritis.
Cooking/Spoiling now works again
Handle stackable variable properly
Deploying from a stack now doesn't use entire stack
Burnable/Fuel, removed redundant bullshit