7,315 Commits over 2,345 Days - 0.13cph!
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
Fixed campfire + wood not creating charcoal
Fixed ItemConditional_Chance not working as intended
Cleaned up layer tags (removing old UI layers)
Added component for doing simple curve based animation of the local position of objects
Campfire light bounces about
Can't place campfires on campfires (using Deployed layer)
Updated camera to render Deployed layer
Added Deployed layer to collision_setup prefab
Disabling this code until Andre can make it stop throwing NRE's
Poison now has an effect on health
Poison heals itself slowly over time
Metabolism notices UI (wip)
Network all metabolism data
Added Metal Ore item
Added Metal Fragments item
Added Sulfur Ore item
Don't open a menu if it has 0 options
Furnace deployable, fully functional
Deployables share building block guide material system
Fixed stuff not cooking (Count module)
Fixed Replace action not always working
Deployables show placement validity properly again
Fixed being able to pick up and re-use shot rifle bullets
Dropped items without world models use the burlap sack
Added FakePhysics - for server-friendly physics
Added smoke to bolt rifle attack
Fixed effects not adhering to particle system length
We already have this dll in plugins - I'm guessing it's causing our compile to break
Skinned Mesh Collision more accurate alternative to sphere/hitboxes
Sleeping bag models/prefabs (not functional yet)
Players now start dead unless they have a sleeper
Sleeping bag button on death screen
Server sends re-spawn options on join/death
Deployed objects remember who they were deployed by
Deployed objects save who they were deployed by
Fixed item module TakeDamage not working
Fixed sleep screen wrongly taking priority over death screen
Increased protocol
Suicides are correctly logged as suicides
String pool - force to lowercase
String Pool skin part names
Increased protocol
Allow clothing to scale damage based on bones
SkinnedMeshCollider probably needs a rethink, it's now doing things that are outside of its realm imo
Added inventory.give
Medkit, Bandage, Antiradpills all working
Don't import materials from meshes
Boltrifle/bow now have ironsights - which will get tweaked as time goes on
Disabling wolf physics stuff - it's killing the server (sorry for butchering your code andre)
Bonus: flying wolves
Added viewmodel sway (only on the bolt rifle atm)
Added Screen Shake systems
Screen shake to bolt rifle shoot
Fixed NRE's with deployed foundation
Hatchet swing, screenshake on hit
Screen shake on take damage