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7,315 Commits over 2,345 Days - 0.13cph!

11 Years Ago
Merged to trunk
11 Years Ago
Touching MenuBackground + music
11 Years Ago
Error logger fudge
11 Years Ago
Fixed some errors not logging
11 Years Ago
Key crafting, locking, unlocking Fixed battery being craftable
11 Years Ago
Door open/close working Cleaned up building prefab names Removed deployed_door item (now redundant) BaseEntity flags are now networked properly
11 Years Ago
Locked saved properly
11 Years Ago
Toggle lock based on locked/unlocked
11 Years Ago
Server compile fixes
11 Years Ago
Cleaned up protobuffer files Removed a bunch of debug output KeyLock/CodeLock save their codes properly
11 Years Ago
Fixed blueprints sometimes not loading in editor
11 Years Ago
Code entry dialog RPC arguments CodeLock menus
11 Years Ago
Merged with trunk
11 Years Ago
Filled in server -> client RPCs Loaded entities now retain their UIDs Cleaned entity slot code Entity slots are now saved properly CodeLock opens numpad if not previously opened Simplified network UID distribution (to the extreme)
11 Years Ago
added tools>update>phrases Updated phrases
11 Years Ago
Codelock - temprary debug info into local chat Codelock - temprry flashing light when armed
11 Years Ago
Merged
11 Years Ago
Scene2Prefabs can now set their own target names Made KeyCodeEntry UI a scene2prefab
11 Years Ago
Placeholder art for locks
11 Years Ago
Added sounds for code lock Fixed hearing animal sounds from 200 miles away Made player footsteps quieter
11 Years Ago
For test purposes, give everyone a lock_code on spawn (until we have batteries spawning)
11 Years Ago
Merging lock code into the main branch
11 Years Ago
Fixed server compile issue
11 Years Ago
Only generate manifest if full defines are set
11 Years Ago
Can set developer convar on server Fixed logic error in RPC_Server.MaxDistance Disabled PVT and water reflections by default (perf)
11 Years Ago
Updated to coherentui 2.5.0.0
11 Years Ago
No need to build manifest in build process, it's done in a seperate call now to force defines
11 Years Ago
Added TreeEntity (so we can specifically optimize trees) Replaced ent.sourcePrefab string with prefabID (a hash of the string) Added ent.KookupSourcePrefab() (to get the prefab name as a string) Updated prefabs with new ID
11 Years Ago
Hide prefabID in inspector
11 Years Ago
Moved tree stumps to their own prefabs
11 Years Ago
Don't delete the spawnhandler on a listen server Tree layer (for perf tests) Not moving trees into Network heirachy seems to fix group < errors Changed network rotations to send as vectors Don't send trees in every snapshot - only the first one Don't send a full snapshot when spawning dead
11 Years Ago
baseNetworkable.networkOwner not used for anything
11 Years Ago
Added network compression
11 Years Ago
Merged with trunk
11 Years Ago
Merging tree-sync-experiment to main
11 Years Ago
Fixed compile error Throw exception on compile error
11 Years Ago
Fudged menubackground to avoid compiling GI (because it crashes the build server) Fixed warnings
11 Years Ago
Quick fix for stuff trees etc notspawning on servers
11 Years Ago
Fixed network compression size threshold on broadcast
11 Years Ago
Fixed defaulting to shitty quality Fixed not being able to hit trees
11 Years Ago
Fixed gesture animations playing by default. Fixed NRE in DamageIndicator
11 Years Ago
Testing beta11
11 Years Ago
Halved tree count
11 Years Ago
Made tree colliders convex or converted to capsules (perf, memory)
11 Years Ago
Added DontBecomeSolidWithPlayerInside Fixed exception when loading old save
11 Years Ago
Made lock code spawnable with existing items (temporary) Updated scene2prefab, phrases
11 Years Ago
Temporarily disabling EAC for osx/linux (until EAC for osx/linux works properly)
11 Years Ago
Fix being able to no-collide with walls by hitting them with the hammer :S
11 Years Ago
Server compile fix
11 Years Ago
Potential NRE in effect sending