33,198 Commits over 4,109 Days - 0.34cph!
Made context menus work again
Fixed item containers not creating
Burnable/Fuel, removed redundant bullshit
Deploying from a stack now doesn't use entire stack
Handle stackable variable properly
Cooking/Spoiling now works again
-made some improvements to some of the animations for the hatchet, and bolt action. Also tweaked the playback values so the weapons don't look like they're being swung by a 75 year old man with arthritis.
Fixed fuckups from last night's commits
finished the rest of the animations for the flashlight
Socket based building system WIP
Added socket icons for easier editing
Now change construction parts with left/right (temporary)
Added next/previous key bindings
Added hack so mouse wheel calls next/previous automatically
Can change building parts using next/previous
Construction ghost shader/effect - this is shit - lets get something better
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
-some new pickaxe animations
Error message start with hash so they show up uniquely if different but same error message
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
Updated viewmodels with `always animate`
Server browser now shows map name properly
Fixed client NRE on disconnect
Fixed hatchet throwing NRE's
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
Locked down ConCommand.Index - index is built on demand
Terrain quality convar
Terrain quality in F2 menu
Automatically add Terrain Quality to procedural terrain
Tweaks to better observe server query NRE
-rest of the pickaxe animations done; Added sound fx to all of the current weapons
Fixed terrible performance issue
Time of Day update to 2.0.8
prefab files for a bunch of the view models.
Time of Day update to 2.0.9
Looks like this meta file can be removed
commiting player animations for when the player is jogging diagonally
Fixed query NRE errors when steam isn't present
Append error to stop of stack trace, so it shows properly in sentry
Fixed orphaned server query callback causing NRE's
Builder module now uses a declared building component
Debug: GiveDefaultItems puts shit on your beltbar for easier debugging
Added foundation plan
Added Terrain socket
Added Terrain layer (especially for terrain!)
Masively refactored the way constructions use sockets
Added socket mods
Added socket mod - SphereCheck
Added Guides layer (for ghosts/deployment guides)
Foundation component now can't be placed in collision
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)
-new animations for sprinting diagonally.
-added the diagonal sprinting / jogging to the player animation controller.
Textures and meshes for footprints.
neatened up foundation frame
Reorganising entity source files