userGarry Newmancancel

15,878 Commits over 3,167 Days - 0.21cph!

9 Years Ago
EAC dlls and launcher
9 Years Ago
Compile the clients to RustClient
9 Years Ago
Fixed client error
9 Years Ago
Player state Sleep animation rules
9 Years Ago
Player animation optimizations - only animate when visible - only set position when changing position
9 Years Ago
Fixed error in Trigger hurt, when objects get removed while triggering
9 Years Ago
Fixed loading saves in singleplayer
9 Years Ago
Added simple Saving/Loading If a player object exists, player will spawn into it Player doesn't get removed when player leaves server Player gets destroyed when killed and no connection Moved localplayer under clientside ServerMgr now calls Init itself, instead of using Start (which can be delayed by a frame) Added server.saveinterval Added server.identity
9 Years Ago
Server save prefab
9 Years Ago
Server saving
9 Years Ago
Split Destroy into Client/Server functions for clarity Added save list
9 Years Ago
Refactoring to decouple BaseEntity from Networking a bit more obviously
9 Years Ago
Log server exceptions properly
9 Years Ago
Damage Indicator (wip)
9 Years Ago
Health UI More specific layers More CollisionSettings.* Fixed Axe viewmodel not showing up
9 Years Ago
Player ground mask
9 Years Ago
Metabolism now syncs properly Added vitals on hud (placeholder) Added TriggerBase, TriggerHurt (testing) Serverside player colliders
9 Years Ago
Metabolism take damage
9 Years Ago
Cleaning up
9 Years Ago
Fix compile error
9 Years Ago
Added new layers Added GameTrace - which is like the normal physics ray trace, but also asks hit objects to test themselves (this allows us to have sub-collision schemes, like hitboxes) Removed Attack class HitInfo now stores Transform bones Added Blood effect Added player collision Added Hit Sphere collision scheme (testing feasibility) Added collision_setup prefab - this allows us to have a central place to set up collision masks in game instead of code Added MathLibrary - which might be overkill because I'm only using one function, although if it means we don't have to write our own.. all the better.
9 Years Ago
resource harvesting basics map-included entity spawning should work
9 Years Ago
Smashed up shit now drops contents
9 Years Ago
Added TakeDamage item module Made campfire/wooden box destroyable
9 Years Ago
Network messages for trace attack and effects Server, handle messages being sent when server shutting down Server muted connection - for prediction culling Networked effects Item Container/Items can now get their player owner Melee attack now sent to server (does nothing yet) Split HitTest from HitInfo Made FindClientsideEntity shared, renamed to Find Added Attack class Added Effects class Added ServerEffects class
9 Years Ago
Realm push-popper. So we can tell which realm we're in without relying on #client and #server
9 Years Ago
This might fix it
9 Years Ago
net.debug off by default
9 Years Ago
Found out the difference between mesh and sharedMesh
9 Years Ago
Fixed loading a new mesh for every item (added debug output to verify this)
9 Years Ago
Handle broken packets better Handle untimely disconnections better
9 Years Ago
Profiling bullshit
9 Years Ago
Fixed server compile
9 Years Ago
Fixed DDraw errors when shutting down
9 Years Ago
Can now pick up world items World item menus show properly World item now run clientside stuff
9 Years Ago
Removed debug
9 Years Ago
hatchet now uses an attack -> HIT -> play anotehr animation model hatchet now `strikes` based on an animation event Added animation events class Added DiDHit to HitInfo
9 Years Ago
Added stone axe, bolt rifle
9 Years Ago
No meta files in art
9 Years Ago
Left amplify motion in debug mode :S
9 Years Ago
Fixed shadow caster getting amplify motion effect Tweaked amplify motion effect Tweaked fog settings Updated AmplifyMotion to latest
9 Years Ago
Enable amplify on built skinned meshes
9 Years Ago
Console system is networked Refactored some stuff
9 Years Ago
Updated libs for 32bit server prefab file didn't commit
9 Years Ago
Build 32bit server - so we can profile Fixed router swallowing messages DDraw screen text Added tolerance factor to leaving vis groups - to avoid finding switch seams Debug screen text - show received global network messages Tied switching network group with switching player subscription groups Fixed movement lerping from 0,0,0 on spawn Moved testlevel to 5,000 units away to test for precision issues/solutions
9 Years Ago
Added leave server debug print
9 Years Ago
Name skinned mesh parts after their prefab Don't set network position if it didn't change (perf) If network debug - draw incoming network messages Added DDraw.Text
9 Years Ago
Clear the position dirty flag!
9 Years Ago
Added profiler console commands
9 Years Ago
Build the server as a development version