reporust_rebootcancel

97,569 Commits over 3,653 Days - 1.11cph!

10 Years Ago
prefab files for a bunch of the view models.
10 Years Ago
torch animations
10 Years Ago
Time of Day update to 2.0.8
10 Years Ago
Merge from main
10 Years Ago
Code refactoring and formating
10 Years Ago
Renamed AI test scene and added danger test
10 Years Ago
Added AIAvoidDanger behaviour
10 Years Ago
Added AIDanger component
10 Years Ago
Added danger info struct
10 Years Ago
Renamed AIObstacleAvoidance to AIAvoidObstacle
10 Years Ago
Fixed terrible performance issue
10 Years Ago
-rest of the pickaxe animations done; Added sound fx to all of the current weapons
10 Years Ago
Tweaks to better observe server query NRE
10 Years Ago
Merge from main branch
10 Years Ago
AI test scene cleanup
10 Years Ago
Added configurable punishment value to AI obstacles
10 Years Ago
Locked down ConCommand.Index - index is built on demand Terrain quality convar Terrain quality in F2 menu Automatically add Terrain Quality to procedural terrain
10 Years Ago
Beautified AI test scene
10 Years Ago
Made AI movement less insane
10 Years Ago
Tweaked context map default parameters and decision making
10 Years Ago
Added AI waypoint follow script
10 Years Ago
Added socket base so we can have different types of socket Added area based sockets (needs work, but theory is there) Added MathExtensions.cs Construction ghost updates on frame, instead of tick (smoother) Moved construction placement code so it can be called by ghost
10 Years Ago
Fixed hatchet throwing NRE's
10 Years Ago
Tree optimizations and roots and stuff.
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
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
stairs, floor test
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 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.