branchrust_reboot/maincancel

31,132 Commits over 3,897 Days - 0.33cph!

11 Years Ago
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
11 Years Ago
Fixed serialization compile error
11 Years Ago
Procedural terrain now on Terrain layer Fixed client BuildingBlock erroring because definition wasn't set Fixed client BuildingBlock not getting ingredients properly
11 Years Ago
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'
11 Years Ago
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
11 Years Ago
Unified sound file locations (Content/Sounds)
11 Years Ago
Temporarily changed OS X build to 32bit due to instability issues (revisit with Unity 5)
11 Years Ago
Disabled automatic material import for weapon models Moved weapon materials and textures to correct folders
11 Years Ago
added construct.frameminutes (how long before an inactive frame gets deleted)
11 Years Ago
Fixed construction layer override also setting socket handles
11 Years Ago
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
11 Years Ago
Added terrain shader singlepass skeleton
11 Years Ago
Added terrain shader splat utility method
11 Years Ago
Reorganising entity source files
11 Years Ago
neatened up foundation frame
11 Years Ago
Textures and meshes for footprints.
11 Years Ago
-added the diagonal sprinting / jogging to the player animation controller.
11 Years Ago
-new animations for sprinting diagonally.
11 Years Ago
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)
11 Years Ago
Added socket mods Added socket mod - SphereCheck Added Guides layer (for ghosts/deployment guides) Foundation component now can't be placed in collision
11 Years Ago
New terrain textures.
11 Years Ago
Coherent ui 1.8.3.2
11 Years Ago
Added Terrain socket Added Terrain layer (especially for terrain!) Masively refactored the way constructions use sockets
11 Years Ago
Builder module now uses a declared building component Debug: GiveDefaultItems puts shit on your beltbar for easier debugging Added foundation plan
11 Years Ago
Fixed orphaned server query callback causing NRE's
11 Years Ago
Fixed query NRE errors when steam isn't present Append error to stop of stack trace, so it shows properly in sentry
11 Years Ago
Coherent dlls for linux
11 Years Ago
Coherent UI update
11 Years Ago
commiting player animations for when the player is jogging diagonally
11 Years Ago
Looks like this meta file can be removed
11 Years Ago
Time of Day update to 2.0.9
11 Years Ago
prefab files for a bunch of the view models.
11 Years Ago
torch animations
11 Years Ago
Time of Day update to 2.0.8
11 Years Ago
Fixed terrible performance issue
11 Years Ago
-rest of the pickaxe animations done; Added sound fx to all of the current weapons
11 Years Ago
Tweaks to better observe server query NRE
11 Years Ago
Locked down ConCommand.Index - index is built on demand Terrain quality convar Terrain quality in F2 menu Automatically add Terrain Quality to procedural terrain
11 Years Ago
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
11 Years Ago
Fixed hatchet throwing NRE's
11 Years Ago
Fixed client NRE on disconnect
11 Years Ago
Server browser now shows map name properly
11 Years Ago
Updated viewmodels with `always animate`
11 Years Ago
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
11 Years Ago
Error message start with hash so they show up uniquely if different but same error message
11 Years Ago
-some new pickaxe animations
11 Years Ago
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
11 Years Ago
stairs, floor test
11 Years Ago
Construction ghost shader/effect - this is shit - lets get something better
11 Years Ago
Added next/previous key bindings Added hack so mouse wheel calls next/previous automatically Can change building parts using next/previous