243,728 Commits over 3,898 Days - 2.61cph!
Fix package loading exploit
Tweaked AI controllers
Added a factor to maintain the forward direction to the context map decision
Tweaked follow behaviours
Split AI obstacle and entity mask
Made AI entity visiblity check faster and safer
Updated AI test scene
Updated icon for c1a1c
Added language string for prop physics multiplayer
Fixed potential error when turning into ragdoll
improved some deer animations ( attack / flinch / idle ); added a new eating grass animation
Cave scene updates and sounds
Fixed a tree branch, and added AM to arctic camera.
More cave scene and waterfall updates
Refactored all the things
Added hacky but working wolf AI to the AI test scene
Added first version WIP of new player control rig to source folder
Fixed viewmodels casting shadows
Updated items from admin site
added/renamed revised meshes in OBJ folder
Added feet variable for AI to step over stairs and on foundations (TODO: IK?)
Refactored and tweaked some AI calculations
Updated AI test scene
Destroy corpses a bit sooner, at least until we get some kind of ragdoll freezing
Fixed corpse not saving properly
Go home, grass_puff_1_.tga
Scene stuff for Bill, and started some impact effects.
Update metabolism and inventory seperately
Send changed player state in an atomic invoke instead of checking for dirty
Run metabolism much slower when asleep
Hide players when they're dead
Ragdolls now inherit their parents bone positions properly
Added Transform.GetAllChildren
Chanegd BasePlayer.worldmodel to BasePlayer.playerModel
Added BaseEntity.model - should only be used clientside
Removed shitty looking wireframe effect from build guide
Added Model component - which serves out the right bones for ragdolls
Added Ragdoll component - which handles copying bones from models
Removed BoneStringPooler - this is done in the Model component now
Refactoring
Added wolf prototype to AI test scene
Fixed weapon holdtypes not always updating properly
boltrifle world model
fixed bow worldmodel (it's still fucked, but less obviously)
Fixed bone name pooling (again!)
LUT for the northern tundra.
Definitely fixed Entity:EnableMatrix and Entity:SetModelScale
Added Entity:SetLegacyTransform(bool) to restore the old behaviour for reluctant scripters
improved the deer idle/walk animation; Added an attack animation and flinch anim