248,613 Commits over 3,928 Days - 2.64cph!
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)
Fixed some outdated files and updated ignore list
Added socket mods
Added socket mod - SphereCheck
Added Guides layer (for ghosts/deployment guides)
Foundation component now can't be placed in collision
Merged changes from main branch
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
Fixed PP context panels not opening.
Added model sources for chairs.
Update CS:S model compiling scripts, so they only show errors/warnings.