Multi-threaded instantiation of voxel physics objects. Fixed some bugs in the wall-running/jumping code.
Converted the snake over to the new AI system. Works pretty well! Also, in edit mode you can now select a spawn point and hit "Spawn here" to start playing from that spawn point.
Added a rough-draft floater AI. Improved the snake a lot. It can now chase and eat floaters too. Fixed some problems with the AI system in general, especially with regards to loading/saving. Fixed a bug where a map would disappear if it consisted of a single cuboid shape and you shot it with the pistol.
Added the headlamp. Fixed a crash with the voxel engine when creating very large dynamic maps. Fixed a bug where AI agents would detect themselves when querying for other agents. Finally fixed the editor position not being reset when switching maps, I think. Fixed a bug where the position light of the snake was set to the origin for the first second or so before being initialized.
Attempting to speed up dynamic map spawning. Still pretty slow for some reason. Added shadow bias parameter to spotlight effect; the headlamp now has a pretty stiff bias to prevent artifacts on the player model.
Improving ripping performance.
Starting analytics work.
Very rough draft analytics UI.
Analytics progress. Fixed some bugs along the way. Added a conditional compilation flag for the performance metrics.
Analytics now has 3D position visualization. Next up, scalar property graphs and submitting data via HTTP, and analytics should be done.
Added continuous property graphs.
Minor bug fix. Updated build configurations so the release mode has analytics.
Got rid of block-building. Just normal precision-jumping now.
The player collision cylinder is finally sized correctly. It can also use a different height for crouching instead of just always using half the height. Fixed all the camera clipping bugs, except for the pistol clipping into the player model when looking down.
The enhanced wall-run and roll are back, but they're better. Still todo: stamina costs.
Added headlamp sound.
Fixed the CommandBinding crash when it deletes itself. Still todo (maybe): do the same with the property system. Added a key binding for toggling fullscreen. Fixed the bug where hitting Esc in the controls menu exits it rather than canceling the currently selected key binding. Got rid of the awkward "start new" and "load" buttons on the start screen. Instead it just shows a modified version of the pause menu.
Updating maps reference.
Added beginnings of the analytics form. Still need to hook it up to an email/upload service. Deleted all the voxel physics code that instantiated boxes as individual physics entities. Instead, the collision meshes for each chunk are split into 4 parts by a spatial hash function. Fixed bug in enhanced wall-run where the block animation skipped a bit. Added stamina cost for enhanced wall-running / rolling. Added new DEVELOPMENT conditional compilation constant instead of DEBUG. The player model doesn't look quite as awkward anymore when looking down with the pistol drawn. Fixed a multi-threading issue with the CustomFluidVolume. Set the player's friction back down to zero. The falling towers are still able to do damage since there's special code for them and their friction is now set to the max.