110,890 Commits over 3,897 Days - 1.19cph!
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
boltrifle world model
fixed bow worldmodel (it's still fucked, but less obviously)
Fixed bone name pooling (again!)
LUT for the northern tundra.
improved the deer idle/walk animation; Added an attack animation and flinch anim
Fixed not being able to place walls on the edge of foundations
Tiny wolf fur tweak, mushroom prefabs, fixed cliff shader detail textures.
Fixed serverside compile errorz
Don't pool an empty string
Cleaned up how bone names get string pooled
Added player.ChatMessage( str )
Failed building block placements will return an error in chat (temp debug)
Fixed players turning into trees (string pool fixes)
Made the context map decision get influenced by pushing forces adjacent to the primary direction
Cave asset updates. Waterfall shader. Added VPaint plugin back in. + Holy giant merge batman.
Missing mushrooms, some grass stuff.
Killing sneaky zombie files.
Massive nature file restructuring and cleaning. Some new minor nature props.
made some improvements to some of the deer animations ( run / scream / startled )
Walls now can't be half hanging off foundations
Cleaned up placement guide code
Added jitter to invalid building blocks, to try to find suitable place
Added colliders debug command
skinning updates to player mesh parts
Fixed multiple viewmodels on death
Fixed disconnecting from a server landing you in a crazy limbo fally world
Fixed Disconnect still showing in main menu after disconnection
Fixed not being able to reconnect after disconnecting once
Improved AI decision quality and performance of decision making
Improved obstacle avoidance
Updated AI test scene with more complex obstacles
Fixed cylinder obstacle closest point calculation Y value
Removed some calculations that aren't required from the waypoint following script
Made decision direction interpolation smoother
Further AI thread safety preparations
Made AI child object / collider / rigidbody handling more robust
Keep track of how many colliders/components are disabled in a static
Serverperformance log colliders, rigidbodies, buildingblock, disabled shit
Added network collider sleeping to trees/resources
More cave scene and asset updates. Deleted old cave assets.
Fixed being able to walk through walls
This was bullshit and I shouldn't have left it in
SendMessage "OnNetworkWake" on networkables on first subscriber join
SendMessage "OnNetworkSleep" on networkables on last subscriber leave
Added NetworkSleep component to turn off components when no network subscribers
Building Blocks turn off colliders when no network subscribers
(Left debug output in on purpose)
Added visiblity mask and center / forward properties to AI entity
some animations for the deer.
Added SignalEffect module
Added muzzle effect to bolt rifle (also plays shoot sound)
Added Rifle hold type
Fixed stringtable fuckups
Updated AI test scene & tweaked obstacle avoidance slightly
Oops, didn't save properly
Made follow behaviour direction bloom more sane
Made obstacle avoidance correctly deal with obstacles that are <= 0 units away