6,606 Commits over 2,192 Days - 0.13cph!
Fixed assert in Item.RemoveFromWorld()
Added server perf.csv spitting to server
Added kickall
Server Perf logging fixes
Added textures command (lists textures)
Cleaned up GameManager slightly
First stab at stripping components on the DS
Made items not be ScriptableObjects
ItemID's are now uint (was int)
ItemContainer no longer derived from ScriptableObject
Wolf prefab now uses Minh's animation + effects
Increased protocol
Fixing NRE errors popping up on Sentry
Committing these meta files so it doesn't keep asking me to commit them
Oops, need TestLevelTerrain for the test level :S
Item modules are no longer instanced per item
Item modules use opt-in event system instead of interface style system
Item modules no longer derive from Scriptableobject
Renamed ItemInformation to Item.Definition
Item definition now holds Modules (instead of Item)
Fixed pickup not working
Fixed being able to shoot building blocks to bits
Vary PlayerUpdate fractionally to avoid bunching up
Automatically destroy more components on dedicatd server
Fixed warnings
Fixed player hit detection being fucked
Added wall building plan
Building blocks now 10x harder to destroy
Foundations placed on uneven ground are orientated to it
Added PhysicsMaterial to splattype/overlaytype
Added vis.footsteps console command
Specific footstep effect logic (not used yet)
Fixed player model
Fixed NRE in LootableCorpse
Oops, didn't save properly
Fixed stringtable fuckups
Added SignalEffect module
Added muzzle effect to bolt rifle (also plays shoot sound)
Added Rifle hold type
SendMessage "OnNetworkWake" on networkables on first subscriber join
SendMessage "OnNetworkSleep" on networkables on last subscriber leave
Added NetworkSleep component to turn off components when no network subscribers
Building Blocks turn off colliders when no network subscribers
(Left debug output in on purpose)
This was bullshit and I shouldn't have left it in
Fixed being able to walk through walls
Added network collider sleeping to trees/resources
Keep track of how many colliders/components are disabled in a static
Serverperformance log colliders, rigidbodies, buildingblock, disabled shit
Fixed disconnecting from a server landing you in a crazy limbo fally world
Fixed Disconnect still showing in main menu after disconnection
Fixed not being able to reconnect after disconnecting once
Fixed multiple viewmodels on death
Added colliders debug command
Walls now can't be half hanging off foundations
Cleaned up placement guide code
Added jitter to invalid building blocks, to try to find suitable place
Fixed players turning into trees (string pool fixes)
Don't pool an empty string
Cleaned up how bone names get string pooled
Added player.ChatMessage( str )
Failed building block placements will return an error in chat (temp debug)
Fixed serverside compile errorz
Fixed not being able to place walls on the edge of foundations
boltrifle world model
fixed bow worldmodel (it's still fucked, but less obviously)
Fixed bone name pooling (again!)
Ragdolls now inherit their parents bone positions properly
Added Transform.GetAllChildren
Chanegd BasePlayer.worldmodel to BasePlayer.playerModel
Added BaseEntity.model - should only be used clientside
Removed shitty looking wireframe effect from build guide
Added Model component - which serves out the right bones for ragdolls
Added Ragdoll component - which handles copying bones from models
Removed BoneStringPooler - this is done in the Model component now
Hide players when they're dead
Update metabolism and inventory seperately
Send changed player state in an atomic invoke instead of checking for dirty
Run metabolism much slower when asleep
Fixed corpse not saving properly
Destroy corpses a bit sooner, at least until we get some kind of ragdoll freezing
Updated items from admin site
Fixed viewmodels casting shadows
Fixed potential error when turning into ragdoll