31,132 Commits over 3,897 Days - 0.33cph!
Fixed server not knowing where the player's eyes were
Allow prefab override (building parts use this)
Make sure CreatePrefab always returns active GameObjects
Cancel FrameDestroy after built
Fixed never un-becoming frame on client
Space switches between active players on dedicated server
Fixed serialization compile error
Procedural terrain now on Terrain layer
Fixed client BuildingBlock erroring because definition wasn't set
Fixed client BuildingBlock not getting ingredients properly
Melee attack is now instant, instead of hitpoint delayed
Frames now have ingredients
Hammer now builds frames
Frames now build and become real building components
Added SendNetworkUpdate
Added playerinventory.Take
Added playerinventory.GetAmount
Added clientside PreNetworkUpdate, PostNetworkUpdate
Fixed hammer viewmodel casting shadows
Fixed constructions not being 'walkable'
Added high-pass filtered grass atlas and made it the default to test
This maintains some grass texture color variation compared to the grayscale version
Unified sound file locations (Content/Sounds)
Temporarily changed OS X build to 32bit due to instability issues (revisit with Unity 5)
Disabled automatic material import for weapon models
Moved weapon materials and textures to correct folders
added construct.frameminutes (how long before an inactive frame gets deleted)
Fixed construction layer override also setting socket handles
Building Blocks are now saved/networked properly
Building Block skins now changed properly on clientside
Building shader has _Valid - changes when placement is valid
Added GameObject.ReplaceMaterials( material ) - replaced materials recursively
Added terrain shader singlepass skeleton
Added terrain shader splat utility method
Reorganising entity source files
neatened up foundation frame
Textures and meshes for footprints.
-added the diagonal sprinting / jogging to the player animation controller.
-new animations for sprinting diagonally.
Added Construction Frame layer
Constructed foundations start as frames
Added transform.Identity - to set localpos/rot to 0
Added GameObject.InstantiateChild
Added GameObject.SetLayeRecursive
Construct prefabs now have separate frame/finished
Temporary BecomeGhost, BecomeFrame (this needs to work on server)
Added socket mods
Added socket mod - SphereCheck
Added Guides layer (for ghosts/deployment guides)
Foundation component now can't be placed in collision
Added Terrain socket
Added Terrain layer (especially for terrain!)
Masively refactored the way constructions use sockets
Builder module now uses a declared building component
Debug: GiveDefaultItems puts shit on your beltbar for easier debugging
Added foundation plan
Fixed orphaned server query callback causing NRE's
Fixed query NRE errors when steam isn't present
Append error to stop of stack trace, so it shows properly in sentry
commiting player animations for when the player is jogging diagonally
Looks like this meta file can be removed
Time of Day update to 2.0.9
prefab files for a bunch of the view models.
Time of Day update to 2.0.8
Fixed terrible performance issue
-rest of the pickaxe animations done; Added sound fx to all of the current weapons
Tweaks to better observe server query NRE
Locked down ConCommand.Index - index is built on demand
Terrain quality convar
Terrain quality in F2 menu
Automatically add Terrain Quality to procedural terrain
Added socket base so we can have different types of socket
Added area based sockets (needs work, but theory is there)
Added MathExtensions.cs
Construction ghost updates on frame, instead of tick (smoother)
Moved construction placement code so it can be called by ghost
Fixed hatchet throwing NRE's
Fixed client NRE on disconnect
Server browser now shows map name properly
Updated viewmodels with `always animate`
removed console.log hack (HTMLMain takes care of this now)
limited html spam to warnings/errors
viewmodel - check that we have an animationEvent before trying to use it in holster
HTMLComponent - check m_View for null before trying to use it
Error message start with hash so they show up uniquely if different but same error message
-some new pickaxe animations
fixed mouse wheel up not going previous
sockets that are both male and female now flipped inside out before receiving a male
fixed up some of the building components - still need working through
added construction parts map
Construction ghost shader/effect - this is shit - lets get something better
Added next/previous key bindings
Added hack so mouse wheel calls next/previous automatically
Can change building parts using next/previous