248,616 Commits over 3,928 Days - 2.64cph!

10 Years Ago
Made follow behaviour direction bloom more sane
10 Years Ago
Made obstacle avoidance correctly deal with obstacles that are <= 0 units away
10 Years Ago
Made AI system correctly handle inactive dangers, interests and obstacles
10 Years Ago
Fixed player model Fixed NRE in LootableCorpse
10 Years Ago
commited character part assets to test seams
10 Years Ago
Added PhysicsMaterial to splattype/overlaytype Added vis.footsteps console command Specific footstep effect logic (not used yet)
10 Years Ago
Refactoring
10 Years Ago
Imporved obstacle avoidance Added more of those awesome debug gizmos
10 Years Ago
Added wall building plan Building blocks now 10x harder to destroy Foundations placed on uneven ground are orientated to it
10 Years Ago
Made gizmos utility backup and restore matrix if modified within a method
10 Years Ago
Moved interest and danger gizmos drawing to AI entity
10 Years Ago
Fixed OBB closest point calculation fuckup
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10 Years Ago
Linux Build 143
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10 Years Ago
OSX Build 86
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10 Years Ago
Windows Build 70
10 Years Ago
Fixed inaccurate text selection in RichText controls (gran fixed it!)
bot
10 Years Ago
Linux Build 142
10 Years Ago
Updated AI test scene
10 Years Ago
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
10 Years Ago
Made stuff use GizmosUtil where it makes sense
10 Years Ago
Unity keeps modifying this
10 Years Ago
Added gizmos utility class (axis-aligned circle & cylinder, oriented box)
10 Years Ago
Rexported rock meshes with centered pivots. Minor shader update. New cave entrance test scene and WIP assets.
10 Years Ago
Merge
10 Years Ago
Fixed warnings Fixed player hit detection being fucked
10 Years Ago
Made cylinder obstacle gizmo look like a cylinder
10 Years Ago
Automatically destroy more components on dedicatd server
10 Years Ago
Clothes source update
10 Years Ago
Auroras that suck less, and lots of little northern scene stuff.
10 Years Ago
Vary PlayerUpdate fractionally to avoid bunching up
10 Years Ago
Added updated player clothes file with revised meshes
10 Years Ago
Fixed pickup not working Fixed being able to shoot building blocks to bits
10 Years Ago
Item modules are no longer instanced per item Item modules use opt-in event system instead of interface style system Item modules no longer derive from Scriptableobject Renamed ItemInformation to Item.Definition Item definition now holds Modules (instead of Item)
10 Years Ago
Added current decision gizmo to AI entity
10 Years Ago
Improved context map decision making
10 Years Ago
Made FollowWaypoint target distance configurable
10 Years Ago
Those two gizmos are no longer required
10 Years Ago
Added debug gizmo to behaviour base class
10 Years Ago
Added target distance to follow behaviour Fixed max per-behaviour max distance being ignored by follow behaviour
10 Years Ago
Refactored danger system
10 Years Ago
Made AI handler always execute in-editor
10 Years Ago
Added some basic AI script descriptions
10 Years Ago
Coder-art-fixed the menu background terrain height being off
10 Years Ago
Restored menu background terrain Added normal mapping to menu background terrain
10 Years Ago
Added updated head OBJ files to source folder
10 Years Ago
Those seem to be unused
10 Years Ago
Only execute AI handler on server
10 Years Ago
Added player weights folder & files
10 Years Ago
updated OBJ source folder
10 Years Ago
Time to get this to main to keep the branch from diverging