userGarry Newmancancel
branchrust_reboot/main/entityrefactorcancel

25 Commits over 0 Days - ∞cph!

10 Years Ago
For test purposes, give everyone a lock_code on spawn (until we have batteries spawning)
10 Years Ago
Added sounds for code lock Fixed hearing animal sounds from 200 miles away Made player footsteps quieter
10 Years Ago
Placeholder art for locks
10 Years Ago
Scene2Prefabs can now set their own target names Made KeyCodeEntry UI a scene2prefab
10 Years Ago
Merged
10 Years Ago
Codelock - temprary debug info into local chat Codelock - temprry flashing light when armed
10 Years Ago
added tools>update>phrases Updated phrases
10 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)
10 Years Ago
Merged with trunk
10 Years Ago
Code entry dialog RPC arguments CodeLock menus
10 Years Ago
Fixed blueprints sometimes not loading in editor
10 Years Ago
Cleaned up protobuffer files Removed a bunch of debug output KeyLock/CodeLock save their codes properly
10 Years Ago
Server compile fixes
10 Years Ago
Toggle lock based on locked/unlocked
10 Years Ago
Locked saved properly
10 Years Ago
Door open/close working Cleaned up building prefab names Removed deployed_door item (now redundant) BaseEntity flags are now networked properly
10 Years Ago
Key crafting, locking, unlocking Fixed battery being craftable
10 Years Ago
Fixed some errors not logging
10 Years Ago
Error logger fudge
10 Years Ago
Touching MenuBackground + music
10 Years Ago
Merged to trunk
10 Years Ago
Door/Lock interactions
10 Years Ago
BaseEntity Slots
10 Years Ago
Handle BaseEntity RPC Add RPC names to GameManifest
10 Years Ago
New branch for item system unfuck