248,636 Commits over 3,928 Days - 2.64cph!

5 Months Ago
Try our luck updating Hud prefab
5 Months Ago
Forgot player.cs test code
5 Months Ago
Some kind of networked inventory v0.1 - turns out it's a PITA (let's resolve that another time). Item definitions can define prefabs for when an item is consumed/equipped (not impl yet), can also define a custom Item prefab for even more extensibility., world model etc for future. Basic API for giving an item (host), moving an item from one Inventory to another based on slot id. Mostly everything is component/game object based but Inventories must be Host controlled.
5 Months Ago
Fixed DoPlace rpc error when deploying something while not looking at any entity
5 Months Ago
Buildfix: removing usused using declarations Will trip up PC build Tests: ran PC build locally
5 Months Ago
Show damage number when attacking roller
5 Months Ago
Roller can take damage
5 Months Ago
terrain lookdev scene
5 Months Ago
Fix wolf not spotting nearby preys in some cases
5 Months Ago
Added textures and material setup
5 Months Ago
Roller behaviour tweaks
5 Months Ago
Disable leftover debug displays
5 Months Ago
First pass at wolf unreachable prey behaviour
5 Months Ago
Mobs can have vision cones
5 Months Ago
Tweak the gun a bit
5 Months Ago
Projectiles created by projectile weapons will ignore players
5 Months Ago
Added ProjectileWeapon, Projectile
5 Months Ago
Update libstates Mob movement
5 Months Ago
Fix hidden zero-width space in Chat UI, would create an additional unwanted label (!?) Theme globals Chat tweaks
5 Months Ago
Wallpaper item description Tweaked craft time
5 Months Ago
Show which states have enter / update / leave actions
5 Months Ago
Folders cleanup Codegen, manifest
5 Months Ago
UI tweaks Can edit enter / update / leave actions for states Fix transitions to self breaking everything, I'll implement them later
5 Months Ago
Actually, keep damage effect, but use a shield icon and grey color
5 Months Ago
Merge: from main
5 Months Ago
Nullify PvP damage
5 Months Ago
Ask the host to take damage if we're not in charge, basic player respawn, players can take damage
5 Months Ago
Fleshed out damage system a bit more
5 Months Ago
Spraycan merge fixes
5 Months Ago
merge from main
5 Months Ago
Add libevents
5 Months Ago
Add DamageEffect to Mannequin for now
5 Months Ago
Fix deserialized graphs being super buggy
5 Months Ago
Work on damage events, incorporate Louie's damage types in a generic manner
5 Months Ago
Updated wallpaper skin ids (was colliding with new skins released recently)
5 Months Ago
Add other primitive items to bow editor loadout
5 Months Ago
Cleanup, remove debug logging.
5 Months Ago
Fixed server deployable mismatch check Added the entity netID to GetDeployable so the server WallpaperPlanner can get the corresponding wallpaper deployable
5 Months Ago
Add libstates Started on a simple mob
5 Months Ago
Fixed pickup and reskin possible through walls, make sure the player is aiming at the soft-side of the building block Fixed deploy mesh mismatch when looking around
5 Months Ago
buoyancy cycle doesn't use transform autoSync and syncs once at the end
5 Months Ago
initial jobified ocean height queries - ran directly from the main thread, scheduling would be slower here due to number of queries made in different locations - using a flattened native copy of the ocean sim data that needs to replace the managed version
5 Months Ago
Buildfix: unexpose a variable Leftover that I missed during cleanup, somehow tripped up the build. Tests: Build in all modes - pass. Ran unit tests - pass
5 Months Ago
WIP WIP
5 Months Ago
Option to disable input during rendering (default to disabled)
5 Months Ago
Quick footsteps
5 Months Ago
merge from Pool_Remove_FreeDynamic Tests: ran new CompanionServerTests 10 times, all green
5 Months Ago
Initial human anims
5 Months Ago
Bugfix: Close socket properly instead of aborting during test teardown This is slower, but avoids tripping up the companion server that's polling on data and suddenly gets unexpected remote closure, triggering an exception. Tests: ran the batch of tests 10 times, no failures
5 Months Ago
Merge: from main When testing on main, suddenly discovered that 3rd test batch run would produce an error. Tests: ran CompanionServerTests multiple times, 2 green batches, 1 red (on teardown) - will fix in next CL