5,239 Commits over 2,192 Days - 0.10cph!
Sleeping bag models/prefabs (not functional yet)
Players now start dead unless they have a sleeper
Sleeping bag button on death screen
Server sends re-spawn options on join/death
Deployed objects remember who they were deployed by
Deployed objects save who they were deployed by
Fixed item module TakeDamage not working
Fixed sleep screen wrongly taking priority over death screen
Increased protocol
Suicides are correctly logged as suicides
String pool - force to lowercase
String Pool skin part names
Increased protocol
Allow clothing to scale damage based on bones
SkinnedMeshCollider probably needs a rethink, it's now doing things that are outside of its realm imo
Added inventory.give
Medkit, Bandage, Antiradpills all working
Don't import materials from meshes
Boltrifle/bow now have ironsights - which will get tweaked as time goes on
Disabling wolf physics stuff - it's killing the server (sorry for butchering your code andre)
Bonus: flying wolves
Added viewmodel sway (only on the bolt rifle atm)
Added Screen Shake systems
Screen shake to bolt rifle shoot
Fixed NRE's with deployed foundation
Hatchet swing, screenshake on hit
Screen shake on take damage
Campfire provides heat
Campfire burns if too close
Fixed viewmodel going apeshit when looking up/down
Network entities can be parented to each other (wip)
Weapon worldmodels are now network entities
Cleaned up how item worldEntities are handled
Added working torch
Bumped up texture res on viewmodels
Fixed MaterialReplacement replacing materials on particles (!)
Fixed being able to shoot campfire heat/damage triggers(!)
Fixed bone lookup fuckups
Resists are now updated on the UI
Moved stag entity out of prefabs folder (not ready, was causing issues)
SpawnPopulation.Spawn - report warning if trying to create entity that isn't an entity
I broked TakeDamage
Added warning if UpdateNetworkGroup can't find a parent
Removed debug
Fixed network groups not always being updated properly
Update Child entity network group when parent updates
Menu blur, proper
Update player model in inventory at a lower rate (performance)
Server performance tweaks
Refactoring playerstate/tick
Added spectate mode (for debugging)
Increased protocol
Fixed broken hold type on first spawn
Fixed rock 3rd person animations not playing
Fixed particle effects possibly being recycled too soon
Update entity's network group immediately if parent changed
Player ragdolls are now made of flesh
Added ImpactParticles dev scene (for Petur)
Moved Petur's impact particles to Resources/Prefabs/fx/impacts/
Added collider.GetMaterialAt( pos )
Stop the boar model importing its materials
Added SceneToPrefab system (see readme for details)
Fixed NRE in UpdateNetworkGroup
Fixed Bill killing himself
Fixed effects breaking if destroyed first entity spawned
Hit effects now use material type hit
Melee attacks use bullet impact effects (temporary)
Fixed effects sometimes being parented to something random
Pool all Physics material names on server startup
Added input.sensitivity (mouse sensitivty)
Added input.flipy (flip y axis)
When sending effects attached to an entity, use the entity's network group
Clear holdtype if sleeping
Swap item positions by dropping on other items
Fixed holdtype not being networked properly
Fixed stringpool error if string is null
Fixed attached effects position weirdness
Fixed networked effects normal being wrong
Removed debug: LOADED PLAYER STATE LOL
Fixed bolt rifle shoot smoke velcocity craziness