7,315 Commits over 2,345 Days - 0.13cph!
Fixed NREs when calling HTML functions before it's ready
Fixed command line values not being set
Updated items from newly modular item site - this breaks everything
Made context menus work again
Fixed item containers not creating
Burnable/Fuel, removed redundant bullshit
Deploying from a stack now doesn't use entire stack
Handle stackable variable properly
Cooking/Spoiling now works again
Fixed fuckups from last night's commits
Socket based building system WIP
Added socket icons for easier editing
Now change construction parts with left/right (temporary)
Added next/previous key bindings
Added hack so mouse wheel calls next/previous automatically
Can change building parts using next/previous
Construction ghost shader/effect - this is shit - lets get something better
fixed mouse wheel up not going previous
sockets that are both male and female now flipped inside out before receiving a male
fixed up some of the building components - still need working through
added construction parts map
Error message start with hash so they show up uniquely if different but same error message
removed console.log hack (HTMLMain takes care of this now)
limited html spam to warnings/errors
viewmodel - check that we have an animationEvent before trying to use it in holster
HTMLComponent - check m_View for null before trying to use it
Updated viewmodels with `always animate`
Server browser now shows map name properly
Fixed client NRE on disconnect
Fixed hatchet throwing NRE's
Added socket base so we can have different types of socket
Added area based sockets (needs work, but theory is there)
Added MathExtensions.cs
Construction ghost updates on frame, instead of tick (smoother)
Moved construction placement code so it can be called by ghost
Locked down ConCommand.Index - index is built on demand
Terrain quality convar
Terrain quality in F2 menu
Automatically add Terrain Quality to procedural terrain
Tweaks to better observe server query NRE
Fixed terrible performance issue
Fixed query NRE errors when steam isn't present
Append error to stop of stack trace, so it shows properly in sentry
Fixed orphaned server query callback causing NRE's
Builder module now uses a declared building component
Debug: GiveDefaultItems puts shit on your beltbar for easier debugging
Added foundation plan
Added Terrain socket
Added Terrain layer (especially for terrain!)
Masively refactored the way constructions use sockets
Added socket mods
Added socket mod - SphereCheck
Added Guides layer (for ghosts/deployment guides)
Foundation component now can't be placed in collision
Added Construction Frame layer
Constructed foundations start as frames
Added transform.Identity - to set localpos/rot to 0
Added GameObject.InstantiateChild
Added GameObject.SetLayeRecursive
Construct prefabs now have separate frame/finished
Temporary BecomeGhost, BecomeFrame (this needs to work on server)
neatened up foundation frame
Reorganising entity source files
Building Blocks are now saved/networked properly
Building Block skins now changed properly on clientside
Building shader has _Valid - changes when placement is valid
Added GameObject.ReplaceMaterials( material ) - replaced materials recursively
Fixed construction layer override also setting socket handles