userGarrycancel
branchrust_reboot/maincancel

5,292 Commits over 2,345 Days - 0.09cph!

12 Years Ago
Client fix
12 Years Ago
Fixed schoolboy error (got client and server the wrong way around)
12 Years Ago
Refactoring Unified network position lerping, less shitty
12 Years Ago
Fixed infinite loop in FormatMemory Added gc.collect objects command now shows memory usage
12 Years Ago
Keep the console at native res
12 Years Ago
Breaking Transform Monitoring into buckets
12 Years Ago
Now using Engine.IsDedicatedSever instead of .batchmode
12 Years Ago
Unified item destroying
12 Years Ago
Added build version in DS title
12 Years Ago
More specific profiling on TransformChangeMonitor
12 Years Ago
Fixed NRE when user disconnects during auth
12 Years Ago
Removed Tick Fixed fire gobbling too much wood
12 Years Ago
Fixed assert in Item.RemoveFromWorld()
12 Years Ago
Added server perf.csv spitting to server
12 Years Ago
▄▇▉▄▆▌ ▇█▍▇▇▊ █▇▆█▉▄▅
12 Years Ago
Added kickall Server Perf logging fixes Added textures command (lists textures)
12 Years Ago
Cleaned up GameManager slightly First stab at stripping components on the DS
12 Years Ago
Made items not be ScriptableObjects ItemID's are now uint (was int)
12 Years Ago
Changing protocol
12 Years Ago
ItemContainer no longer derived from ScriptableObject Wolf prefab now uses Minh's animation + effects Increased protocol
12 Years Ago
Fixing NRE errors popping up on Sentry
12 Years Ago
Test/Art - Getting Rid
12 Years Ago
Committing these meta files so it doesn't keep asking me to commit them
12 Years Ago
Oops, need TestLevelTerrain for the test level :S
12 Years Ago
Item modules are no longer instanced per item Item modules use opt-in event system instead of interface style system Item modules no longer derive from Scriptableobject Renamed ItemInformation to Item.Definition Item definition now holds Modules (instead of Item)
12 Years Ago
Fixed pickup not working Fixed being able to shoot building blocks to bits
12 Years Ago
Vary PlayerUpdate fractionally to avoid bunching up
12 Years Ago
Automatically destroy more components on dedicatd server
12 Years Ago
Fixed warnings Fixed player hit detection being fucked
12 Years Ago
Added wall building plan Building blocks now 10x harder to destroy Foundations placed on uneven ground are orientated to it
12 Years Ago
Added PhysicsMaterial to splattype/overlaytype Added vis.footsteps console command Specific footstep effect logic (not used yet)
12 Years Ago
Fixed player model Fixed NRE in LootableCorpse
12 Years Ago
Oops, didn't save properly
12 Years Ago
Fixed stringtable fuckups
12 Years Ago
Planner tool tweaks
12 Years Ago
Added SignalEffect module Added muzzle effect to bolt rifle (also plays shoot sound) Added Rifle hold type
12 Years Ago
SendMessage "OnNetworkWake" on networkables on first subscriber join SendMessage "OnNetworkSleep" on networkables on last subscriber leave Added NetworkSleep component to turn off components when no network subscribers Building Blocks turn off colliders when no network subscribers (Left debug output in on purpose)
12 Years Ago
This was bullshit and I shouldn't have left it in
12 Years Ago
Fixed being able to walk through walls
12 Years Ago
Added network collider sleeping to trees/resources
12 Years Ago
Keep track of how many colliders/components are disabled in a static Serverperformance log colliders, rigidbodies, buildingblock, disabled shit
12 Years Ago
Removed debug output
12 Years Ago
Removed more debug spam
12 Years Ago
Fixed disconnecting from a server landing you in a crazy limbo fally world Fixed Disconnect still showing in main menu after disconnection Fixed not being able to reconnect after disconnecting once
12 Years Ago
Fixed multiple viewmodels on death
12 Years Ago
Sleep rock colliders too
12 Years Ago
Added colliders debug command
12 Years Ago
Walls now can't be half hanging off foundations Cleaned up placement guide code Added jitter to invalid building blocks, to try to find suitable place
12 Years Ago
Fixed players turning into trees (string pool fixes)
12 Years Ago
Don't pool an empty string Cleaned up how bone names get string pooled Added player.ChatMessage( str ) Failed building block placements will return an error in chat (temp debug)