110,877 Commits over 3,897 Days - 1.19cph!
TargetStimulus now tracks velocity.
Renamed AISpeed to NPCSpeed.
Started profiling Behave.
Setting up console window to host other developer tools
Another IsNaNOrInfinity check in AILocomotion
NPC now briefly stop thinking and moving while they eat.
Merged changes from main.
NPC now set animation state when making decisions.
changed the animals to use 1 state variable, instead of separate variables for sleeping / eating / tired / etc..
NPC now send an animation state property across the network.
Gave many of the animal classes a more generic name.
some animations for the ak47 view model;
fixed a bug w/ rifle shell casing model.
First pass at thompson sounds
added Eating animations for all of the animals.
Merged changes from animals/ranked.
Restored hunting changes.
A bunch of simple meta file changes.
firing animations for the ak47 view model;
alternate attack animation for the 3rd person pickaxe
Merged changes from main.
Merged chances from ranked.
Animals now send an eat animation trigger.
Restored animals sensing attack initiators.
WorkQueue performance tweak
UpdateSurroundingsQueue profiling
globalchat enabled by default
More server console tweaks/fixes
Tweaking console newline behaviour
Don't load entities with NAN/Infinity positions, warn on it
Tweaked WorkQueue warning times
Show stats in server console
Guards against NaN/Infinity vectors and added warnings
added some variations to the 3rd person melee attack. There's now 3 different attack animations that get played randomly.
tweaked the placement of the salvaged hammer and made it use "pickaxe" hold as it looks more natural that way.
Animals now have a stand action.
Animals can now compete to establish dominance.
tweaked the pistol/rifle shell materials so they look more shiny;
tweaked the 3rd person run animations;
added an idle animation for the ak47 view model
Don't re-network updated stability value unless it changed
Fixed AI think process.
Fixed AI attack and move to.
Added speed context to flee action.
Low level animal actions now tick a behaviour tree.
rigged up the view model for the ak47.
Simplified decider choice comparison.
Spawned entities send a creation message immediately
Fixed player models not aiming up/down
Properly named queue time warnings
Splitting up Cl_BasePlayer into partials
Fixed fall damage
Rebuilt plugins