7,315 Commits over 2,345 Days - 0.13cph!
Added ticker class, to help us avoid using Update or Coroutines (which are slow with 100,000+ objects)
Fixed fireplace/box etc not spawning properly
Entity position ticking (no lerp yet)
'Using' now opens menus as you would expect
Campfire now works as designed
Loot panel works as designed
Particles now spawnable via prefabs folder
WorldItems now use Tick system to update item (0.5s)
ItemActions can now have clientside functions
Fixed player position overriding when local
Missing from previous commit
Added 3D context menus
Fixed server using Update on Player
Had to add a hack to dfGUIManager line 1111 to get 3D gui's to be interactive :(
Added a few trees to testlevel
Adding a buttload of image effects that we will want, to make sure we have and retain support from the ground up.
Player position smoothing (the player's shadow is stuttery because it's un-smoothed)
Fixes for compiling, added compile all
Lets not open the folder every compile
Added prereq folder - for libraries that need to be added to builds
These don't get copied to the right place on compile - so removing and manually copying the required files over
This shouldn't have been checked in
Fixed not being able to re-join server
Simplified connection auth calls
Replace SSOA with AO - which is much much faster
Client disconnect -> back to main menu
CancelAuthTicket for client
Added Empty scene to build settings
Server now calls EndAuthSession when client disconnects
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