225,839 Commits over 3,714 Days - 2.53cph!

10 Years Ago
Adding sleeping flinch anim source files
10 Years Ago
finished the deer animations
10 Years Ago
Radiation trigger
10 Years Ago
Campfire provides heat Campfire burns if too close
10 Years Ago
Added NetworkSleep to wolf Re-implemented AILocomotion Added refresh interval to AISense Refactored danger / obstacle / target info Refactored AISense, AIObstacle and AIBody
10 Years Ago
Added rigidbodies to NetworkSleep (sets isKinematic)
10 Years Ago
Jump/Land screen jolts
10 Years Ago
A few minor UI layout changes. Health bar hidden when health is at max.
10 Years Ago
Screen shake on take damage
10 Years Ago
Hatchet swing, screenshake on hit
10 Years Ago
Fixed NRE's with deployed foundation
10 Years Ago
Added Screen Shake systems Screen shake to bolt rifle shoot
10 Years Ago
Added viewmodel sway (only on the bolt rifle atm)
10 Years Ago
Added separate layer for all AI
10 Years Ago
Fixed animal meshes being spawned way off relative to their parent transform
10 Years Ago
Dry fire click clack
10 Years Ago
Disabling wolf physics stuff - it's killing the server (sorry for butchering your code andre) Bonus: flying wolves
10 Years Ago
Made AI walk animation get set directly from velocity
10 Years Ago
Boltrifle/bow now have ironsights - which will get tweaked as time goes on
10 Years Ago
Updated behaviour tree
10 Years Ago
Don't import materials from meshes
10 Years Ago
deer death animation
10 Years Ago
Material impact FX progress backup
10 Years Ago
Added behaviour trees to AI
10 Years Ago
Ironsights partial
10 Years Ago
Updated anim template source file.
10 Years Ago
Added flinch anim source files
10 Years Ago
bow idle exported with correct prop position
10 Years Ago
Added flinch animations
10 Years Ago
Added inventory.give Medkit, Bandage, Antiradpills all working
10 Years Ago
String pool - force to lowercase String Pool skin part names Increased protocol Allow clothing to scale damage based on bones SkinnedMeshCollider probably needs a rethink, it's now doing things that are outside of its realm imo
10 Years Ago
Fixed compile errors
10 Years Ago
Players now start dead unless they have a sleeper Sleeping bag button on death screen Server sends re-spawn options on join/death Deployed objects remember who they were deployed by Deployed objects save who they were deployed by Fixed item module TakeDamage not working Fixed sleep screen wrongly taking priority over death screen Increased protocol Suicides are correctly logged as suicides
10 Years Ago
Refactoring in preparation of the move to Behave 2
10 Years Ago
Removed unused movement mask
10 Years Ago
Removed explicit stair handling from AI controller for performance reasons
10 Years Ago
Sleeping bag models/prefabs (not functional yet)
10 Years Ago
Sleeping bag source (from old art repo.. where did Dan put all the lod'd stuff?)
10 Years Ago
Time for a merge
10 Years Ago
Bulletholes for wood, concrete and metal. Includes a parallax shader. Also, rough impact fx progress.
10 Years Ago
Skinned Mesh Collision more accurate alternative to sphere/hitboxes
10 Years Ago
We already have this dll in plugins - I'm guessing it's causing our compile to break
10 Years Ago
improved some deer animations; added a new attack animation
10 Years Ago
Added Behave 2.3.3
10 Years Ago
Fixed being able to pick up and re-use shot rifle bullets Dropped items without world models use the burlap sack Added FakePhysics - for server-friendly physics Added smoke to bolt rifle attack Fixed effects not adhering to particle system length
10 Years Ago
Don't open a menu if it has 0 options Furnace deployable, fully functional Deployables share building block guide material system Fixed stuff not cooking (Count module) Fixed Replace action not always working Deployables show placement validity properly again
10 Years Ago
Added furnace + sack from old repo
10 Years Ago
Added Metal Ore item Added Metal Fragments item Added Sulfur Ore item
10 Years Ago
Poison now has an effect on health Poison heals itself slowly over time Metabolism notices UI (wip) Network all metabolism data
10 Years Ago
Fixed gravity influence on AI being almost zero Fixed WolfController throwing NRE's on the dedicated server Made FollowTag use the entity lose distance as chase distance Updated AI test scene