199,746 Commits over 4,140 Days - 2.01cph!
added BorderlineHD, made the playerprefs scores game-specific
Cooking pot for the campfire with LODs.
Fixed NREs when calling HTML functions before it's ready
Fixed command line values not being set
Removed AI entity decision lerping
Updated items from newly modular item site - this breaks everything
-new flashlight animations
Made context menus work again
Fixed item containers not creating
Burnable/Fuel, removed redundant bullshit
Deploying from a stack now doesn't use entire stack
Handle stackable variable properly
Cooking/Spoiling now works again
-made some improvements to some of the animations for the hatchet, and bolt action. Also tweaked the playback values so the weapons don't look like they're being swung by a 75 year old man with arthritis.
Fixed fuckups from last night's commits
Moved old skinned meshes to clean parent folder. These will be removed fropm Plastic once LODS have been skinned & exported on new rig.
Better way of handling targets and obstacles
Simplified and improved follow and obstacle avoidance behaviours
Removed some unused variables
finished the rest of the animations for the flashlight
Forest type 3 WIP. Such trees, wow.
Socket based building system WIP
Added socket icons for easier editing
Now change construction parts with left/right (temporary)
Added next/previous key bindings
Added hack so mouse wheel calls next/previous automatically
Can change building parts using next/previous
Added new viewmodel rig with updated skeleton changes. _ML indicates this file still uses Minhs controller layout on top.
Construction ghost shader/effect - this is shit - lets get something better
Added custom obstacle data structures
adding in the clothing+body part lods as obj for alex
Split ObjectInfo into TargetInfo and ObstacleInfo
Added utility methods to get any 2 components of a Vector3 as a Vector2
Added editor gizmo to circle obstacle
Renamed ObstacleQuad to ObstacleAABB and tweaked closest point calculation
Added ObstacleOBB with closest point calculation
Added AI class prefix to all AI behaviours