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7,315 Commits over 2,345 Days - 0.13cph!

10 Years Ago
Unsubscribe from network messages when entity leaves PVS
10 Years Ago
Missed
10 Years Ago
Network visibility for testing - This is going to get a cleanup tomorrow - Maybe moving some of the more generic stuff into Facepunch.dll
10 Years Ago
Enabled fog, Added Ranged SSAO, Added dev texture
10 Years Ago
Fixed a bunch of warnings
10 Years Ago
Moved protobuffers to their own dll Entity destroy messages
10 Years Ago
A regression happened that meant inventory wasn't being networked properly
10 Years Ago
Client fixes
10 Years Ago
Fixed oven, cooking Added burning flag Added OnItemChanged event for itemmodules to use
10 Years Ago
Fixed client errors
10 Years Ago
Proper clientside rotation lerp
10 Years Ago
Override player network rotation with viewangles
10 Years Ago
Upped player position rate to 20hz
10 Years Ago
Lerp the player's positions, updated tickrate
10 Years Ago
Smoother player movement Fixed ClientInit being called multiple times
10 Years Ago
Removed popup console window on client Fixed server error on invalid prefab drop Stopped excessive server logging
10 Years Ago
Didnt' save
10 Years Ago
Server browser tweaks, can join game now
10 Years Ago
Capatalized HUD tabs because it looks cool
10 Years Ago
Dlls from latest steam sdk, Dlls for 64bit win server/client
10 Years Ago
Updated native lib
10 Years Ago
64bit steam plugin
10 Years Ago
64bit steam plugin
10 Years Ago
Updated protocol version, servers now listed on master server
10 Years Ago
Protocol roll
10 Years Ago
Linux = all 64bit Windows Server = all 64bit
10 Years Ago
OSX is 64bit
10 Years Ago
Module message (client -> server)
10 Years Ago
Refactoring, simplification
10 Years Ago
More refactoring - this one breaks everything :)
10 Years Ago
Refactoring item system for simplicity
10 Years Ago
WorldItem (and deployable) now spawns, networks properly
10 Years Ago
Networking now provides own UIDs
10 Years Ago
Visibilty managers Visibility Subscribers Visibility groups Snapshots on join
10 Years Ago
Client inventory is now networked Make Net.IsServer/IsClient proper - they basically return whether we're running a server, or running a client. Will return false if we're doing neither (like if we're in the menu)
10 Years Ago
Shit server names
10 Years Ago
Didn't save until I exited - empty prefab
10 Years Ago
Big server browser changes, still pending a lot of stuff, but is functional Added DroidSandMono - it's a monospaced font for situations where we need one (Roboto don't do one) Fleshed out steam library further
10 Years Ago
Server Browser fixes
10 Years Ago
Menu Tweaking
10 Years Ago
Server browser functions (incomplete)
10 Years Ago
server_console prefab was BULLSHIT (!)
10 Years Ago
Brute debugging
10 Years Ago
Still crashing with no gfx card, retrying
10 Years Ago
Server crash - following a hunch
10 Years Ago
Added server console window for -batchmode mode
10 Years Ago
Server now calls EndAuthSession when client disconnects
10 Years Ago
Client disconnect -> back to main menu CancelAuthTicket for client Added Empty scene to build settings
10 Years Ago
Replace SSOA with AO - which is much much faster
10 Years Ago
Fixed not being able to re-join server Simplified connection auth calls