6,606 Commits over 2,192 Days - 0.13cph!
Better html zoom handling
Inventories send capacity info to html
Disable slots outside of capacity in loot menu
Moved out of game test functions to development.js
Updated CoherentUI - 1.8.3.2 -> 1.8.4.0
Added player preview to inventory menu
Stripped out old inventory menu parts
Fixed drag distance not taking zoom into account in JQueryUI
Experiment with partial stack grabbing in inventory (it's shit)
Fixed not dying when dead
Server browser refresh button works
Disabled special weird looking terrain only fog
Server list only shows Rust servers
Disable the camera until player spawns
Fixed loading screen not closing in editor
Fixed player world aniamtions sometimes not playing
Local player's world animations are now predicted
Tweaked melee attack to be less missy if you're partially inside something
Close server if it's out of date (your batch file etc should update and restart)
Removed sln files committed by petur
ds: only load saved games if we have -load switch
Added inventory icons context menu
Fixed double language debug
Send note's when resources picked up/used
Added resource gathering/spending indicators
Changed shiny grass in test level
Added hammer worldmodel prefab (needs model)
Fixed client compile error in PlayerInventory
Added wolf stub (does nothing but stand around looking badass)
Added BaseAnimal - does nothing but bleed
Fixed sphere collision bounds being fucked when entity rotated
Updated player model parts to work with new rig
SkinnedMultiMesh now handles LOD'ing properly
Fixed naked head LOD being too severe
Tooltip for planner showing resources needed
Fixed player collision with new rig
Tweaked player eye/teeth colours
Show build cost when using hammer and looking at incomplete building block
Fixed eyes still showing in first person mode
Fixed motion blur not being applied to multi-skinned meshes
updated holdtypes animations with new rig
Re-targetting animations to new rig, this isn't perfect
Can we stop adding this fog in please, it doesn't look good
Stripped out all traces of old UI
Renamed HTML Menu to Menu
Added Menu Background Scene (for previewing, updating the prefab)
Fixed Biomes test level errors
Made Alex's converted jog animation use our new rig's avatar
Changed loot system to accomodate looting players (with 3 inventories)
Added BaseEntityChild - so child components that aren't childen can defer to their parents (player models)
Aded AtomicInvoke - will only invoke if not already
Added ability to loot other players (is mostly broken)
Changed inventory to use inventory UIDs instead of enums
Fixed not being able to interact with hotbar, because context layer was blocking
Added InvokeEvent - like a regular csharp event but calls InvokeAtomic on your MonoBehaviour
Added gameobject.ToBaseEntity - which will resolve a go to a BaseEntity properly
Fixed compile errors
Protocol++
Added PointEntity (derive from for entities that are always networked to players, regardless of position)
Added EnvSync entity (syncs time of day)
Players not correctly always subscribed to nw group 0
Added net_env to procedural map
Tried to make water less terrible. Really need to get it fogging properly.
Added PlayerBlueprints component
Now sending list of craftable blueprints to HTML (wip)
Menu shows blueprints
Menu indicates whether you can craft blueprint