7,315 Commits over 2,345 Days - 0.13cph!
Tweaked DDraw/ConsoleSystem
Cleaned GameTrace
Fixed bullets/melee attacks sometimes not hitting when they should
Removed PlayerCollision (unused)
Removed hitbox, hitsphere (unused)
Fixed melee attacks sometimes striking twice
Fixed shot arrows spawning at 0,0,0 instead of where they landed
Locks now deployable again (quick fix)
Increased ore/stone count
Animals now spawn hydrated
Upgraded BaseMetabolism.cs to use newlines
Player prioritises network updates to themselves
Debug spawns and hurts when developer > 1
Don't show all the building component templates at 0,0,0
Fixed bear skin not having a protection property
Added spawnhandler stuff to report command
Fixed time/date not progressing
Fixed the entire networking system "pissing the bed" when switching weapons
Fixed skinnedmesh collision detection sometimes "fucking up"
Fixed CameraMan rotation being "shit"
Toned down head swing/bounce effects on melee weapons
Attempt to fix MissingMethodException in AnimalAnimation.cs (cc gooseman)
Temporarily disabling MatchPlaybackSpeedToMovement because it's spitting out errors and I'm not sure it's the proper way to do it
Tweaked physics timings
Added client.lerp var for debug
Tweaked how Lerp works (now smoother)
Fixed shiny textures
Fixed broken/missing sand texture in TestLevel
Fixed bullet hit effects sometimes not being where you'd think they'd be
Removed/Fixed dedicated server Item.SetParent warning
Added server.save
Calling quit on the server does a final save
Fixed sleeping bag respawn sometimes not offerered when it should be
Console death message show if killed by hunger etc
Fixed backing out of cupboard area exploit
Fixed active belt icon being 'sticky'
Updated phrases
Moved camera blur effects to a sub-camera
Fixed tooltip not updating when the options changed
Fixed tooltip getting stuck on screen
Converted lock deployment method to new weapon system (can deploy using primary fire again)
Fixed stringpool collision error with RPCs
Protocol++
Don't try to run unconnected player's network queue
More profiling stuff
Genericizing deployment guides
Fixed boner in SendEntityUpdate
Bunch of missing meta files
Fixed crosshair missing sprite
Locks now have deployment guides
Fixed hammer highlight not drawing walls properly
Switched console to UnityUI
Fixed block health network order weirdness
Throw error if SkinnedMeshCollider has no SkinnedMeshRenderer
Tweaking event schedule to make sure we don't have multiple running
Added a shitload of props from the asset store that we intend to be placeholder but will probably never get changed
Small radtown scene2prefab
EntityComponents can define menus too
Added basic loot crates to radtown test
Changed ResourceContainer to use EntityMenu instead of OnUse
Fixed large woodbox slot count
Fixed ore resource counts
Fixed chick cluck volume
Fixed flesh attack volume
Server log now shows reason for disconnect
Fixed "server is closing" error
More profiling
Fixed bushes being bulletproof
Changed how entity position/updates are networked for performance
Fixed loading screen not showing connection progress
Fixed server info modal closing
Check before adding position update
Made walls face outwards properly by default
Fixed ore texture
Added MaxSpawnDistance to effects
Added low quality mode to lerp
Fixed serialization fuckup in StorageBox (fixes capacity)
Added timewarnings to stability system
Added server.compression to turn network compression on/off
More low level network message writing
null entity check in SaveAll (something weird is happening)