6,606 Commits over 2,192 Days - 0.13cph!
Log server exceptions properly
Refactoring to decouple BaseEntity from Networking a bit more obviously
Split Destroy into Client/Server functions for clarity
Added save list
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
Fixed loading saves in singleplayer
Fixed error in Trigger hurt, when objects get removed while triggering
Player animation optimizations
- only animate when visible
- only set position when changing position
Player state
Sleep animation rules
Compile the clients to RustClient
Copy EAC files over on build
Oops, left in some debug, fixed
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
Switching to different protobuf library (test)
Network messaging evolving to reduce gc, increase flexibility
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)
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
Added support for LOD models
Made the water more fucked
Made the blood effect more obvious
Added ConVarChanged event
Setting bool convar accepts more logical input
Updated DFGUI to latest
Added settings overlay (F2)
Switched Network from Packets to Messages (removed Packet)
- A bit more generic
- Uses Streams instead of Data[]
Changed message to not be derived from Stream. That was a stupid idea.
Added InstanceCounter utility class
Fixed console stuff not being echo'd
Added launcher info to EAC launcher
Added server_bounds prefab
Fixed server nullref error when client disconnect
Added component comments component - allows us to leave comments on prefabs
Server entities should be destoyed using Kill() (!)
Player dies when outside ValidBounds
Entities get removed when outside ValidBounds
Terrain Gen now updates loading screen
Terrain no longer initialized in Awake/Start (setup called from GameSetup/Bootstrap)
Made resource objects networkables (they're not really finished yet but fuck it)
Added Generated map as default
Fixed loading screen not showing for terrain generation
Maybe fixed terrain seed being wrong on client
Added ProtoBuffers project
This should fix not being able to reconnect to servers after being disconnected
Pass the seed from server to client
Print the seed on generate (debug)
Fixed F2 graphics menu not working on the first click
Updated protocol
More performance tools
Tweaked water, fog
Add Tick/Instance diagnostics
Changed console back to non fixed width font
Enabled profiler in Facepunch (this might fuck us in client)
Items are now destroyed properly when removed
World Items now destroy Item when dead
Player inventory properly destroyed when player object destroyed
ItemInformation is now InstanceCounted (there should be only 1 per item)
Fixed jolty network movements in single player
Fixed overlay being too overlayed
Update server title with current player count
Turn water reflections on/off
More profile samples
Fixed performance in SingletonComponent