7,315 Commits over 2,345 Days - 0.13cph!
Added ConsoleSystem.RunConfig
Ban.cfg now saved/loaded proper
Added ConsoleSystem.Arg.GetPlayer( name/ip/steamid )
Added BasePlayer.Find( name/ip/steamid )
Added kick command
Added ban command
Added banid command
Added status command
Added connection.ping
Added connection.connectionTime
Added connection.GetSecondsConnected()
Added command say
Added command users
Added command banlist
Added command banlistex
Added command listid
Resources now use the Resource Dispenser component
Fixed gibs not working if the mesh wasn't convex
Changed say so you don't have to use quotes
Wolf ragdoll
Eating now affects metabolism properly
Campfire placement guide proper
Pass time to take onto ItemActions
We can cache these messages and reuse them to avoid GC churn
Fixed weapon worldmodels floating 30 feet in front of player
Bow can now fire arrows (wip)
Fixed GameTrace sometimes returning too early
Can pick up dropped world items again
Fixed schoolboy error (got client and server the wrong way around)
Refactoring
Unified network position lerping, less shitty
Fixed infinite loop in FormatMemory
Added gc.collect
objects command now shows memory usage
Keep the console at native res
Breaking Transform Monitoring into buckets
Now using Engine.IsDedicatedSever instead of .batchmode
Added build version in DS title
More specific profiling on TransformChangeMonitor
Fixed NRE when user disconnects during auth
Removed Tick
Fixed fire gobbling too much wood
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