1,056 Commits over 183 Days - 0.24cph!
Fix DamagePerItem on node_tree_5
Fallback Carriable starts enabled now (disabling if you have items to start with)
MaxHealth and HealthRegen Stat Upgrades now actually do their effect
Remove starting weapons since you can craft them now
Added NotificationPanel UI to bottom right showing XP gain, Level Ups, and Item Pickups (stacking existing entries)
Fix punch animations not playing on fallback weapon
Fixed blocks dropping more than double what they were supposed to 😳
NetworkSpawn(null) where appropriate so we now only own the objects necessary to us (destroyed properly on disconnect)
Change MaxStack for Blocks from 99 to 256. Resources from nodes stack to 64.
Fix NRE in HighlightSelectedBlock
Improve item pickups
Block Placer now consumes proper amount of blocks for larger brush sizes
Fix WorldItems combining into MaxStack
Add basic Mob Healthbars that only display when hurt
More negative item fixes
Fix (Try)GiveItem not acting as expected
Weapon breaks into voxel particles when broken
Mining Tool no longer hits pickups/gibs on trace
Highlight selected block when holding Mining Tool
Fix issues when item amounts somehow go negative
Display Crosshair when holding carriables as well
Worlditems will bunch up with nearby drops of the same type (so there aren't millions)
Fix Mob Gibs spawning with incorrect scale
Moved HoldType from WeaponComponent to Carriable. Placing blocks now holds out the player's hand
BlockPlacer Gizmo displays as Red if you don't have enough blocks to make the placement
Can change the size of the blocks you place with SHIFT+MWHEEL
Fix block placement detection
https://files.facepunch.com/CarsonKompon/2024/August/15_14-58-DeepskyblueLark.mp4
Don't place blocks actively while standing still
Exclude mobs in block placement trace
Do not consume block if cannot place
Added BlockPlacer Carriable for block items
BlockPlacer now places blocks when holding left click. Takes item from active slot
Make the drone use the roller sounds for now
Make the sword less effective against wood since it already does a lot of damage with the balancing tweaks.
Resource Node balancing (so you can actually get resources)
Add AngularDamping to WorldItems so they don't just roll away infinitely
Make all block items smaller for now (until we have proper voxel drop)
Add WorldModelOffset to ItemAsset, allowing you to scale/reposition the Model in the dropped WorldItem. Make Metal Piece much smaller and have proper origin
Drones now have a chance to drop Metal Pieces
Add `flex-shrink: 0` to CraftingMenu group/headers
Fix squished Crafting Menu when selecting item with 3 or more required items
Added Tooltips to ItemSlot
Fix not being able to punch voxels with fist as connected client
Fix particles colliding with the thing that just died, causing them get stuck. Also fixed particle spawning on connected clients.
Fix ResourceGatherers not being found on connected clients (Allowing resources to be hit properly now)
Change camera.prefab to Never Network
Durability should be saved to Inventories now. Removed debug logs for it.
Implemented Mining Laser / TraceWeapon functionality. Added StatModifier which prevents BaseStats being applied on top of it since it's a basic tool.
Added Mining Laser Item/Prefab and TraceWeapon (Doesn't do anything yet)
Player death effect now spawns particles in bounds instead of from one spot
Fix VoxelParticles errors
Fix WorldItems falling through the world (my bad)
Remove my leftover debug logs
Added Durability Consumption on Weapon Use. Melee weapons only consume durability on hit
Play lower-pitched damage sound on gib destroy
Add text-overflow: elipsis to crafting entries
Put ammo items in their own category
Added Projectile Weapon Ammo. Added CraftingYield to ItemAsset (So one metal piece can yield 4 ammo)
Fixed Arrow Keys Inputs not having correct name.
Fix Default Inputs like "Forward", "Backward", ect not being override-able (was prioritizing internal defaults over Project Settings)
Clean up Mob Gibs, add support to Drone mob
Added contact damage to Drone. Spawners can now choose from multiple mobs to spawn
Fix Respawn button broadcasting for everyone
Added death and basic "spectating" hud telling you when you can respawn
Make mob gibs a bit more satisfying
Fix voxel particle material detection