branchrust_reboot/main/gjn.weaponrefactorcancel
41 Commits over 30 Days - 0.06cph!
Deployables are now killed when their floor is destroyed
FixedUpdateEvent pushes realm properly
PrefabPreProcess keeps seperate lists of client/server prefabs
PrefabPreProcess creates an instance of prefabs before processing
Added RealmedRemove - A PrefabPreProcess that removes gameobjects/components from itself depending on realm
Fixed furnace and fire materials being too shiny
Fixed NRE in build privliedge
Fixed doors not being demolished properly
Stability system is more stable
Weapons are framerate independant again
Fixed NRE when shooting terrain
Player "use" trace now uses GameTrace - (more accurate)
Fixed building gibs
Improved network update queue with different channels
Cleaner way to turn maincamera off during loading
On listenserver we now create seperate client and server prefabs, instead of using one and trying to simulate networking like a dummy
Fixed a bunch of issues with this branch that didn't show up because of the lack of network gap
Fixed weapon still active after dying on listenserver
fixed NRE spam in BaseAnimal
Fixed/Changed GiveItem (@zon)
Fixed error if duplicate translations
Updated a bunch more weapons
Converted a bunch of melee weapons/tools to new system
Adding dedicated planner tool
Converted projectile weapon item to new system
Added generic entity signals
[ItemIDProperty] attribute can now take a category
Implemented limited networking
Updated how entities are network spawned, updated with a queue system per player. This allows us to network entities per player, and should also prevent floodouts caused by large snapshots.
Converted Rock to new HeldEntity system