195,800 Commits over 4,110 Days - 1.98cph!
Starting work on a party/group movement system
-Any unit can create a party (called a Hunting Party atm)
-That unit can then invite other units to join the party
-Party members will follow the party leader (more logic to come)
-The party leader can then disband the party, reverting party members to original behaviour
Loot barrel impact & gib sounds
Handful of level tweaks
Added camera util + proper frustum plane extraction
Added WaterCullingVolume for water surface clipping
48 more carpal tunnel prefabs
Moved character model scripts out of testing. We've been using them for months, I think they're official now.
Held items get cleared properly on the ViewModel and WorldModel
Reset default menu music volume
Codegen
Music mixer level tweaks
Minor optimizations
PlaybackData pooling fix
Always play at least 8 bars at the new intenisty after raising it
Disable random debug intensity jumps
Removed no-longer-used objects in bootstrap+ version update file that didn't get in last time.
Update project version to 2017.1.0f2
Updated Facepunch.Steamworks DLL to the latest version. Server.update not longer takes a lot of CPU.
wip agent/navmesh grid management.
rebaked tree to stop end wobbling
fisting viewmodels and third person animations
HeldEntity stores holdingOffset rather than using prefab child xform shite
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Added TerrainNavMesh class (basic API to retrieve a mesh or nav mesh build source for a certain terrain patch)