199,634 Commits over 4,140 Days - 2.01cph!

7 Years Ago
some WIP fix and cleanup
7 Years Ago
Major overhaul where I try to clean up some singletons, especially NetSCSingleton and MonoSCSingleton which were trying to be singletons and also handle the fact that listen servers would have two copies - one for the server side, and one for the client. I've now managed to remove those classes entirely. All shared managers etc that are per-level, like CharacterManager and ItemManager, instead of being singletons, are now referenced via the NetworkPeer object in the same way that NetworkUserManager etc are (though note they may not exist right away when NetworkPeer is created). Thus a lot of server/client checking code has been removed and replaced with simple NetworkPeer or NetworkClient/NetworkServer references.
7 Years Ago
progress backup
7 Years Ago
linux srcds no longer loads client vstdlib
7 Years Ago
Merge my branch into main
7 Years Ago
server now sends 11 league entries
7 Years Ago
Powerplant near final puzzle/set dressing extra overhang pieces based on stairs set
7 Years Ago
some menu fix
7 Years Ago
Added the basics for carryable entities
7 Years Ago
update wip UI
7 Years Ago
Moved some code around. Handling picking on client better too.
7 Years Ago
Fixed player command cooldown
7 Years Ago
progress backup
7 Years Ago
Progression designer bits
7 Years Ago
Carryables get parented to the right bone with an offset on client
7 Years Ago
More
7 Years Ago
Entities know if they're being carried and who's doing the carrying. Starting dropping.
7 Years Ago
Removed CanMove property from Navigation and just using CanNavigate instead
7 Years Ago
pc dying
7 Years Ago
update menu UI
7 Years Ago
Fixing some issues with dropped items not being in sync.
7 Years Ago
progress backup
7 Years Ago
Exposed game over conditions to scenario configs Progression data
7 Years Ago
Missing bits
7 Years Ago
▌█▌▇▅▋█▉▅(▆▇) ▌▅█▋▉▊█
7 Years Ago
quick hacked in attack trajectory display test/setup
7 Years Ago
some trajectory cleanup, bug fixes
7 Years Ago
added altar to unlock data
7 Years Ago
reset next interaction when clearing smart object subscriptions. (should fix people constantly going back to the altar)
7 Years Ago
more tile marker wip
7 Years Ago
More work on NPC sensory system.
7 Years Ago
Bandit town progress / greyboxed wooden shack modular walls
7 Years Ago
progress backup
7 Years Ago
update menu ui cleanup button map prefab
7 Years Ago
menu leaderboard code fix
7 Years Ago
debug spawned buildings will now be added to settlements or create a new one if they are settlement creating buildings
7 Years Ago
tile marker now marks correct tile in attack state
7 Years Ago
trajectory points for cast attack view
7 Years Ago
burner attack view trajectory points
7 Years Ago
Added a temporary unlock definition for stuff that isn't currently anywhere in the progression
7 Years Ago
Added Cheat.UnlockAll, removed unlock_all cmd
7 Years Ago
Debug building spawn starts player building placement
7 Years Ago
Building panel fix
7 Years Ago
Fixed time range with 24hr duration scoring 0
7 Years Ago
Fixed picking up items while bypassing animation not returning true and thus not completing crafting orders with self as recipient.
7 Years Ago
Fixed weirdness with tabbed window states
7 Years Ago
Publicly exposed durability value in Decay component because sometimes we actually want that value. Fixed the Value to show decay and not durability.
7 Years Ago
ItemDesires that have a CraftingOrder created for them now reference the order instead of being fulfilled. This means that if people find the thing they need they'll pick it up instead of waiting for the order to be completed.
7 Years Ago
Progression & tech tree designer improvements/cleanup Populated some more parts of the new progression graph
7 Years Ago
Lots of changes in the aim of making corpses cookable on sticks. Disabled the Goal for now because it's not quite there yet. Added ItemAttachments UnitSource to get Units attached to held items. Made Rat and Rabbit attachable to Stick. Added IsAttachedToItem condition so we can check units as well as items. Various TargetFilter tweaks and more.