5,292 Commits over 2,345 Days - 0.09cph!
Updated items from newly modular item site - this breaks everything
Made context menus work again
Fixed item containers not creating
Burnable/Fuel, removed redundant bullshit
Deploying from a stack now doesn't use entire stack
Handle stackable variable properly
Cooking/Spoiling now works again
Fixed fuckups from last night's commits
Socket based building system WIP
Added socket icons for easier editing
Now change construction parts with left/right (temporary)
Added next/previous key bindings
Added hack so mouse wheel calls next/previous automatically
Can change building parts using next/previous
Construction ghost shader/effect - this is shit - lets get something better
fixed mouse wheel up not going previous
sockets that are both male and female now flipped inside out before receiving a male
fixed up some of the building components - still need working through
added construction parts map
Error message start with hash so they show up uniquely if different but same error message
removed console.log hack (HTMLMain takes care of this now)
limited html spam to warnings/errors
viewmodel - check that we have an animationEvent before trying to use it in holster
HTMLComponent - check m_View for null before trying to use it
Updated viewmodels with `always animate`
Server browser now shows map name properly
Fixed client NRE on disconnect
Fixed hatchet throwing NRE's
Added socket base so we can have different types of socket
Added area based sockets (needs work, but theory is there)
Added MathExtensions.cs
Construction ghost updates on frame, instead of tick (smoother)
Moved construction placement code so it can be called by ghost
Locked down ConCommand.Index - index is built on demand
Terrain quality convar
Terrain quality in F2 menu
Automatically add Terrain Quality to procedural terrain
Tweaks to better observe server query NRE
Fixed terrible performance issue
Fixed query NRE errors when steam isn't present
Append error to stop of stack trace, so it shows properly in sentry
Fixed orphaned server query callback causing NRE's
Builder module now uses a declared building component
Debug: GiveDefaultItems puts shit on your beltbar for easier debugging
Added foundation plan
Added Terrain socket
Added Terrain layer (especially for terrain!)
Masively refactored the way constructions use sockets
Added socket mods
Added socket mod - SphereCheck
Added Guides layer (for ghosts/deployment guides)
Foundation component now can't be placed in collision
Added Construction Frame layer
Constructed foundations start as frames
Added transform.Identity - to set localpos/rot to 0
Added GameObject.InstantiateChild
Added GameObject.SetLayeRecursive
Construct prefabs now have separate frame/finished
Temporary BecomeGhost, BecomeFrame (this needs to work on server)
neatened up foundation frame
Reorganising entity source files
Building Blocks are now saved/networked properly
Building Block skins now changed properly on clientside
Building shader has _Valid - changes when placement is valid
Added GameObject.ReplaceMaterials( material ) - replaced materials recursively
Fixed construction layer override also setting socket handles
added construct.frameminutes (how long before an inactive frame gets deleted)
Melee attack is now instant, instead of hitpoint delayed
Frames now have ingredients
Hammer now builds frames
Frames now build and become real building components
Added SendNetworkUpdate
Added playerinventory.Take
Added playerinventory.GetAmount
Added clientside PreNetworkUpdate, PostNetworkUpdate
Fixed hammer viewmodel casting shadows
Fixed constructions not being 'walkable'
Procedural terrain now on Terrain layer
Fixed client BuildingBlock erroring because definition wasn't set
Fixed client BuildingBlock not getting ingredients properly
Fixed serialization compile error
Fixed server not knowing where the player's eyes were
Allow prefab override (building parts use this)
Make sure CreatePrefab always returns active GameObjects
Cancel FrameDestroy after built
Fixed never un-becoming frame on client
Space switches between active players on dedicated server
Backing up editor config here
Editor config - Builder/Planner
Updated items from admin site
Added SocketMod - Terrain Check
Can no longer build sky bridges with foundations (sorry reddit)
Fixed HTML errors on shutdown
Frames now have placement cost
Copy ghost material so it doesn't the on-disk version
Use version from build system instead of trying to determine the date from the assembly
Use BuildNum in error logger