6,606 Commits over 2,192 Days - 0.13cph!
Added server console window for -batchmode mode
Server crash - following a hunch
Still crashing with no gfx card, retrying
server_console prefab was BULLSHIT (!)
Server browser functions (incomplete)
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
Didn't save until I exited - empty prefab
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)
Visibilty managers
Visibility Subscribers
Visibility groups
Snapshots on join
Networking now provides own UIDs
WorldItem (and deployable) now spawns, networks properly
Refactoring item system for simplicity
More refactoring - this one breaks everything :)
Refactoring, simplification
Module message (client -> server)
Linux = all 64bit
Windows Server = all 64bit
Updated protocol version, servers now listed on master server
Dlls from latest steam sdk, Dlls for 64bit win server/client
Capatalized HUD tabs because it looks cool
Server browser tweaks, can join game now
Removed popup console window on client
Fixed server error on invalid prefab drop
Stopped excessive server logging
Smoother player movement
Fixed ClientInit being called multiple times
Lerp the player's positions, updated tickrate
Upped player position rate to 20hz
Override player network rotation with viewangles
Proper clientside rotation lerp
Fixed oven, cooking
Added burning flag
Added OnItemChanged event for itemmodules to use
A regression happened that meant inventory wasn't being networked properly
Moved protobuffers to their own dll
Entity destroy messages
Fixed a bunch of warnings
Enabled fog, Added Ranged SSAO, Added dev texture
Network visibility for testing
- This is going to get a cleanup tomorrow
- Maybe moving some of the more generic stuff into Facepunch.dll
Unsubscribe from network messages when entity leaves PVS
Fixed entity position lerp from 0,0,0 on enter pvs
hid some variables
Fixed fire not switching on when entering pvs
Organise received network entities
Send spawn message to visibility group - not to everyone
Limit fps on dedicated server (to 60)