127,271 Commits over 4,109 Days - 1.29cph!
Started profiling Behave.
Renamed AISpeed to NPCSpeed.
TargetStimulus now tracks velocity.
NPC now overshoot less often while chasing.
TargetStimulus no longer tracks velocity.
Time of Day update to 2.3.5 prerelease 1
Fixed nighttime progressing incredibly slowly
Tweaked day / night cycle to keep some of the aspects the recent bug caused, just in a non-buggy way
Temporarily preventing sending network update on stability var change
finished ak47 view model animations
sound fx / particle effects and prefabs for the ak47.
Player prefab performance test
viewmodel / worldmodel prefabs for the ak47
Stability performance vars
Workqueue insight
Time of Day update to 2.3.5 prerelease 2
Updated sky prefab
Updated AtmosphericBlend
adjusted the timing on the animal animations.
time and physics convars for server owners
Physics performance tweaks
Fixed campfires not dealing damage properly
The lighthouse is now properly bigger, with remade LODs and fixed collision.
More work queue optimizations
Time of Day update to 2.3.5 prerelease 3
Added alternative higher-quality scattering model (still unused for now)
NPC now update on the network correctly.
Updated water to latest version
Disabled reflection probes on OS X and Linux to keep objects from being solid black (known issue: water is now white)
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NPC can now form groups.
Contests are now a group mechanic.
Fixed clothes not animating in PlayerModel.unity
Send player's belt inventory correctly
No active weapon when sleeping
Cleaned up how NPC join and leave groups.
Fixed contest advance and retreat ranges.
made improvements to the third person rifle animations.
made the ak47 prefab use the "smg" 3rd person player animations.
NPC attacks now align to target more quickly.
adjusted the pipe shotgun deploy so it's as quick as the other firearms.
First pass at waterpipe shotgun sounds
Include build time in error reports
Fixed active weapon not always updating properly
Updated water to latest version
Added separate pass for beneath the water surface
Fixed player belt inventory not really sending in snapshots
Fixed torch flicking on for a second when swapped to
Made terrain config get stored in an asset to be reused in all scenes
Refactored MinHeap in PathFinder and SpanningTree to generic IntrusiveMinHeap
Added IntrusiveLinkedList, implemented by PathFinder.Node
Merged changes from main.
Commented basic NPC and AI classes.
Adding today's progress (stonewall_a)