branchrust_reboot/maincancel

33,142 Commits over 4,109 Days - 0.34cph!

11 Years Ago
Wood burns at a decent rate, updates loot UI appropriately
11 Years Ago
Added cave carving support to terrain
11 Years Ago
Fixed broken shader on Damage Indicator
11 Years Ago
Fixed fuckup in TransformMonitor which caused the server to stop running Fixed infinite loop when dragging items into themselves
11 Years Ago
New starfield
11 Years Ago
wolf bark and flinching animations; tweaked the howl / idle animations
11 Years Ago
commiting batch 3 of re-exported anims on new rig
11 Years Ago
Fixed campfire import scale Changed how item models are loaded (this will temp break a lot of stuff) Implemented Bill's campfire effects Added LightEx - for animating lights
11 Years Ago
Fixed players growling
11 Years Ago
Added RCon
11 Years Ago
Fixed tabs vs. spaces
11 Years Ago
Added lerp visualization Tweaked lerp, update rates
11 Years Ago
Added missing meta files
11 Years Ago
Added toggle for soft particles to custom particle shader
11 Years Ago
protocol++
11 Years Ago
Removed debug output
11 Years Ago
Can switch between players in spectate mode (jump and duck) Fixed server error when players die
11 Years Ago
Steam Client -> clientside only
11 Years Ago
Getting the build number from Steam doesn't actually work. Hopefully @steam_games will fix it some day and this'll work.
11 Years Ago
added some new wolf animations; tweaked the walk animations.
11 Years Ago
Fade out water fog volume if far away from water
11 Years Ago
Fixed item inv not stacking different items properly
11 Years Ago
updated anim controller with anim for sleeping as well as a couple of missing jump anims. Jump anims will need some love once everythings in.
11 Years Ago
Commiting batch 2 of re-exported anims on new rig.
11 Years Ago
ContextMenuUI fix
11 Years Ago
Wolf now dies Wolf drops corpse (it's just a cube atm) Player drops a corpse (a naked ragdoll that is stick to the floor) Player corpse can be looted
11 Years Ago
Renamed ContextMenu to ContextMenuUI (name conflict)
11 Years Ago
Add inventory notifications to the previous update Show active crafts in blueprint list
11 Years Ago
Renamed Version to BuildVersion due to System.Version name conflict
11 Years Ago
Added min and max cluster size to spawn handler
11 Years Ago
Craft notifications Craft cancelling Craft progress
11 Years Ago
Time of Day update to 2.1.0 prerelease 3
11 Years Ago
Phrase updates
11 Years Ago
Sort by craftablility Craft on click
11 Years Ago
Menu shows blueprints Menu indicates whether you can craft blueprint
11 Years Ago
Added triangle-shaped grass meshes to sparse-coverage areas
11 Years Ago
Added PlayerBlueprints component Now sending list of craftable blueprints to HTML (wip)
11 Years Ago
More water fuckery
11 Years Ago
Tweaked terrain material UV mixing parameters
11 Years Ago
Fixed terrain generator test scene not loading (whoops)
11 Years Ago
Re-added terrain generator test scene
11 Years Ago
Tried to make water less terrible. Really need to get it fogging properly.
11 Years Ago
improved the running animation; fixed some weighting issues on the wolf; adding some new animations
11 Years Ago
Added net_env to procedural map
11 Years Ago
Added PointEntity (derive from for entities that are always networked to players, regardless of position) Added EnvSync entity (syncs time of day) Players not correctly always subscribed to nw group 0
11 Years Ago
/re-adding jog.meta
11 Years Ago
/ deleting jog.meta
11 Years Ago
commiting batch 1 of re-exported anims on new rig.
11 Years Ago
Fixed compile errors Protocol++
11 Years Ago
Changed loot system to accomodate looting players (with 3 inventories) Added BaseEntityChild - so child components that aren't childen can defer to their parents (player models) Aded AtomicInvoke - will only invoke if not already Added ability to loot other players (is mostly broken) Changed inventory to use inventory UIDs instead of enums Fixed not being able to interact with hotbar, because context layer was blocking Added InvokeEvent - like a regular csharp event but calls InvokeAtomic on your MonoBehaviour Added gameobject.ToBaseEntity - which will resolve a go to a BaseEntity properly