4,794 Commits over 1,371 Days - 0.15cph!
Added Opening timed action for loot containers
Inventory fixes
Simplified ReadInventoryContainer can read directly into an existing container and re-assign its id
Loot table balancing
Added ItemEntity.TimeSinceSpawned and serialize it when saving. Check periodically if items have been laying around for 30 minutes and if so delete them
Remove log
Make barrels even worse
Use WriteUnmanagedArray for NetInventoryContainer
Items can only stack if they share the same unique id
NPCs share same passplayers collision rules
Add ILootSpawnerItem.OncePerContainer. Update all item definitions. When restocking loot containers respect that rule.
Updated consumables. Added cheese and rotten cheese items to loot tables
Added ComponentResource/ComponentItem. Added Bolt, Nails, Paper, Scissors, Tape, Yarn, Handgun Frame, SMG Frame, Rifle Frame, Weapon Parts. Added torch icon, cheese icon and rotten cheese icon.
Add Max Idle Duration to NPC and keep properly grounded
Test NPC stuff / wandering using Nav Mesh
RecipeCategory is Flags now
Added some basic craftable clothing and removed unused vars
Updated UVs properly for structure pieces + when placing foundation remove any pickups on the ground
Fix messages
Improved placeholder models for Wall, Doorway, Foundation and added material groups
IDamageable. Consolidating deployable persistence. Hammer item. Don't hover over entities with hammer tag unless hammer is equipped
Have unavailable context actions be red
All traces ignore triggers. Added Build Exclusion Zone trigger for Hammer.
Added SecondaryUseText and have ToolboxItem use it. Removed Stone cost for all basic structures. Replaced dev material with a placeholder wood material for structure pieces.
Fixed picking up a furnace gives you a campfire...
Added context driven Input Hints. Added InventoryItem.UseText. Can use consumables with Primary Attack. Increase FOV. Change interact key to Use instead of Primary Attack.
Added Input Hints, fixed Outpost List, fixed Awards and updated Radar and use FOV from preferences (thanks Eridium)
Change minimum players to 2 (thanks Eridium)
Added IContextActionProvider.AlwaysGlow and low glow entities in interaction range. Loot entities always glow through walls
Added additional loot entities for low and medium tier and if a resource pickup model has no physics, give it a spherical physics body
Clear deployable ghost if trace doesn't hit
Persistence++
Greatly increase the number of resource pickups that will be spawned
Change plant fibre pickup model
Loot spawner will class an area as clear if the entity that is blocking it is from the map
Increase crate respawn time to 180
Fix couple of NREs in voxel editor
Add Editor Map to map support
TemperedGlassBlock use window_01 for now
Change purchase costs of some blocks
Fix missing background image error
Use dynexp for tint color on team chest
Fixed pumpy and fixed attachments not initializing on weapon select
Fixed all item definitions
Separate loot chance and stock chance
Enable fog support but start disabled for now - more options to follow
Add INametagProvider and update nametag system to use that - let NPCs and Players share nametag
Started implementing Trader, base NPC and salvage system
Add stubs for base NPC + Trader
Added persistence support for map entities by saving HammerID. Added persistence support to loot spawners
Fixed respawn time + apply force to player's corpse on death
Do the same for client ragdolls
An attempt was made to... implement headshots in a game like this. Let's try a potentially goofy mechanic where if your cursor is over a player's head when one of your projectiles hits them - it's a headshot
Persistence++
Serialize DisplayName and if when deserialize the player is dead, respawn them, otherwise create hull
Simulate sleeping behavior
Add passplayers collision rule (ignore player)
Fix bugs with projectile weapon (don't add Z spread, fix random direction)
Nametag tweaks / optimization
Adjusted projectile force