userGarry Newmancancel

18,351 Commits over 3,714 Days - 0.21cph!

10 Years Ago
Updated EAC to latest
10 Years Ago
Changed message to not be derived from Stream. That was a stupid idea.
10 Years Ago
Switched Network from Packets to Messages (removed Packet) - A bit more generic - Uses Streams instead of Data[]
10 Years Ago
Added ConVarChanged event Setting bool convar accepts more logical input Updated DFGUI to latest Added settings overlay (F2)
10 Years Ago
Enabled overlay
10 Years Ago
Cock sucker
10 Years Ago
Added support for LOD models Made the water more fucked Made the blood effect more obvious
10 Years Ago
Didn't commit
10 Years Ago
Don't re-load the HUD when running the HUD level through GameSetup Added player preview to the inventory menu Added CameraEx (modifys the ambient light rendering for camera) Added SingletonComponent MonoBehaviour base
10 Years Ago
Added item module, wearable Added red jacket Added clothes textures Wearables now get networked to other players Can add stuff to wearables section of HUD Should rebuild model on clothes swap Added debug third person mode (F3)
10 Years Ago
Switching to different protobuf library (test) Network messaging evolving to reduce gc, increase flexibility
10 Years Ago
Added spawnpoints (temporary) Made Sleeping player movement better Added crafting logic Added crafting UI Added player respawning after death Fixed player feet offset stupidness Fixed network group not reconfiguring when spawning into sleeper Fixed position smoothing being fucked in low fps Undone fall logic
10 Years Ago
Crafting basics
10 Years Ago
More debug !
10 Years Ago
Oops, left in some debug, fixed
10 Years Ago
Copy EAC files over on build
10 Years Ago
EAC dlls and launcher
10 Years Ago
Compile the clients to RustClient
10 Years Ago
Fixed client error
10 Years Ago
Player state Sleep animation rules
10 Years Ago
Player animation optimizations - only animate when visible - only set position when changing position
10 Years Ago
Fixed error in Trigger hurt, when objects get removed while triggering
10 Years Ago
Fixed loading saves in singleplayer
10 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
10 Years Ago
Server save prefab
10 Years Ago
Server saving
10 Years Ago
Split Destroy into Client/Server functions for clarity Added save list
10 Years Ago
Refactoring to decouple BaseEntity from Networking a bit more obviously
10 Years Ago
Log server exceptions properly
10 Years Ago
Damage Indicator (wip)
10 Years Ago
Health UI More specific layers More CollisionSettings.* Fixed Axe viewmodel not showing up
10 Years Ago
Player ground mask
10 Years Ago
Metabolism now syncs properly Added vitals on hud (placeholder) Added TriggerBase, TriggerHurt (testing) Serverside player colliders
10 Years Ago
Metabolism take damage
10 Years Ago
Cleaning up
10 Years Ago
Fix compile error
10 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.
10 Years Ago
resource harvesting basics map-included entity spawning should work
10 Years Ago
Smashed up shit now drops contents
10 Years Ago
Added TakeDamage item module Made campfire/wooden box destroyable
10 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
10 Years Ago
Realm push-popper. So we can tell which realm we're in without relying on #client and #server
10 Years Ago
This might fix it
10 Years Ago
net.debug off by default
10 Years Ago
Found out the difference between mesh and sharedMesh
10 Years Ago
Fixed loading a new mesh for every item (added debug output to verify this)
10 Years Ago
Handle broken packets better Handle untimely disconnections better
10 Years Ago
Profiling bullshit
10 Years Ago
Fixed server compile
10 Years Ago
Fixed DDraw errors when shutting down