243,633 Commits over 3,898 Days - 2.60cph!

10 Years Ago
Tree optimizations and roots and stuff.
10 Years Ago
game
10 Years Ago
source files for flare, flashlight
10 Years Ago
main
10 Years Ago
Root dir
10 Years Ago
Fixed client NRE on disconnect
10 Years Ago
Server browser now shows map name properly
10 Years Ago
Updated viewmodels with `always animate`
10 Years Ago
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
10 Years Ago
Error message start with hash so they show up uniquely if different but same error message
10 Years Ago
-some new pickaxe animations
10 Years Ago
Added configurable distance and time at which a track is lost to AI
10 Years Ago
Added danger direction bloom to obstacle avoidance
10 Years Ago
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
10 Years Ago
Only draw gizmos of AI obstacles if selected
10 Years Ago
Made context map decision lerping more reasonable
10 Years Ago
adding urban head and urban torso lods
10 Years Ago
Added AI class prefix to all AI behaviours
10 Years Ago
Updated AI test scene
10 Years Ago
Added ObstacleOBB with closest point calculation
10 Years Ago
Renamed ObstacleQuad to ObstacleAABB and tweaked closest point calculation
10 Years Ago
Added editor gizmo to circle obstacle
10 Years Ago
Added utility methods to get any 2 components of a Vector3 as a Vector2
10 Years Ago
Split ObjectInfo into TargetInfo and ObstacleInfo
10 Years Ago
Forest type 3 spawned
10 Years Ago
updated file
10 Years Ago
stairs, floor test
10 Years Ago
adding in the clothing+body part lods as obj for alex
10 Years Ago
Added custom obstacle data structures
10 Years Ago
Construction ghost shader/effect - this is shit - lets get something better
10 Years Ago
Added new viewmodel rig with updated skeleton changes. _ML indicates this file still uses Minhs controller layout on top.
10 Years Ago
Added next/previous key bindings Added hack so mouse wheel calls next/previous automatically Can change building parts using next/previous
10 Years Ago
Added socket icons for easier editing Now change construction parts with left/right (temporary)
10 Years Ago
Socket based building system WIP
10 Years Ago
Forest type 3 WIP. Such trees, wow.
10 Years Ago
finished the rest of the animations for the flashlight
10 Years Ago
Merge from main
10 Years Ago
deleted folder
10 Years Ago
Removed some unused variables
10 Years Ago
Better way of handling targets and obstacles Simplified and improved follow and obstacle avoidance behaviours
10 Years Ago
Moved old skinned meshes to clean parent folder. These will be removed fropm Plastic once LODS have been skinned & exported on new rig.
10 Years Ago
Fixed fuckups from last night's commits
10 Years Ago
10 Years Ago
-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.
10 Years Ago
22.5% more trees.
10 Years Ago
EAC update
10 Years Ago
Cooking/Spoiling now works again
10 Years Ago
Handle stackable variable properly
10 Years Ago
Deploying from a stack now doesn't use entire stack
10 Years Ago
Burnable/Fuel, removed redundant bullshit