5,292 Commits over 2,345 Days - 0.09cph!
Network messages for trace attack and effects
Server, handle messages being sent when server shutting down
Server muted connection - for prediction culling
Networked effects
Item Container/Items can now get their player owner
Melee attack now sent to server (does nothing yet)
Split HitTest from HitInfo
Made FindClientsideEntity shared, renamed to Find
Added Attack class
Added Effects class
Added ServerEffects class
Added TakeDamage item module
Made campfire/wooden box destroyable
Smashed up shit now drops contents
resource harvesting basics
map-included entity spawning should work
Added new layers
Added GameTrace - which is like the normal physics ray trace, but also asks hit objects to test themselves (this allows us to have sub-collision schemes, like hitboxes)
Removed Attack class
HitInfo now stores Transform bones
Added Blood effect
Added player collision
Added Hit Sphere collision scheme (testing feasibility)
Added collision_setup prefab - this allows us to have a central place to set up collision masks in game instead of code
Added MathLibrary - which might be overkill because I'm only using one function, although if it means we don't have to write our own.. all the better.
Metabolism now syncs properly
Added vitals on hud (placeholder)
Added TriggerBase, TriggerHurt (testing)
Serverside player colliders
Health UI
More specific layers
More CollisionSettings.*
Fixed Axe viewmodel not showing up
Log server exceptions properly
Refactoring to decouple BaseEntity from Networking a bit more obviously
Split Destroy into Client/Server functions for clarity
Added save list
Added simple Saving/Loading
If a player object exists, player will spawn into it
Player doesn't get removed when player leaves server
Player gets destroyed when killed and no connection
Moved localplayer under clientside
ServerMgr now calls Init itself, instead of using Start (which can be delayed by a frame)
Added server.saveinterval
Added server.identity
Fixed loading saves in singleplayer
Fixed error in Trigger hurt, when objects get removed while triggering
Player animation optimizations
- only animate when visible
- only set position when changing position
Player state
Sleep animation rules
Compile the clients to RustClient
Copy EAC files over on build
Oops, left in some debug, fixed
Added spawnpoints (temporary)
Made Sleeping player movement better
Added crafting logic
Added crafting UI
Added player respawning after death
Fixed player feet offset stupidness
Fixed network group not reconfiguring when spawning into sleeper
Fixed position smoothing being fucked in low fps
Undone fall logic
Switching to different protobuf library (test)
Network messaging evolving to reduce gc, increase flexibility
Added item module, wearable
Added red jacket
Added clothes textures
Wearables now get networked to other players
Can add stuff to wearables section of HUD
Should rebuild model on clothes swap
Added debug third person mode (F3)
Don't re-load the HUD when running the HUD level through GameSetup
Added player preview to the inventory menu
Added CameraEx (modifys the ambient light rendering for camera)
Added SingletonComponent MonoBehaviour base
Added support for LOD models
Made the water more fucked
Made the blood effect more obvious
Added ConVarChanged event
Setting bool convar accepts more logical input
Updated DFGUI to latest
Added settings overlay (F2)
Switched Network from Packets to Messages (removed Packet)
- A bit more generic
- Uses Streams instead of Data[]
Changed message to not be derived from Stream. That was a stupid idea.
Added InstanceCounter utility class
Fixed console stuff not being echo'd
Added launcher info to EAC launcher
Added server_bounds prefab
Fixed server nullref error when client disconnect
Added component comments component - allows us to leave comments on prefabs
Server entities should be destoyed using Kill() (!)
Player dies when outside ValidBounds
Entities get removed when outside ValidBounds