5,292 Commits over 2,345 Days - 0.09cph!
Moved stag entity out of prefabs folder (not ready, was causing issues)
SpawnPopulation.Spawn - report warning if trying to create entity that isn't an entity
I broked TakeDamage
Added warning if UpdateNetworkGroup can't find a parent
Removed debug
Fixed network groups not always being updated properly
Update Child entity network group when parent updates
Menu blur, proper
Update player model in inventory at a lower rate (performance)
Server performance tweaks
Refactoring playerstate/tick
Added spectate mode (for debugging)
Increased protocol
Fixed broken hold type on first spawn
Fixed rock 3rd person animations not playing
Fixed particle effects possibly being recycled too soon
Update entity's network group immediately if parent changed
Player ragdolls are now made of flesh
Added ImpactParticles dev scene (for Petur)
Moved Petur's impact particles to Resources/Prefabs/fx/impacts/
Added collider.GetMaterialAt( pos )
Stop the boar model importing its materials
Added SceneToPrefab system (see readme for details)
Fixed NRE in UpdateNetworkGroup
Fixed Bill killing himself
Fixed effects breaking if destroyed first entity spawned
Hit effects now use material type hit
Melee attacks use bullet impact effects (temporary)
Fixed effects sometimes being parented to something random
Pool all Physics material names on server startup
Added input.sensitivity (mouse sensitivty)
Added input.flipy (flip y axis)
When sending effects attached to an entity, use the entity's network group
Clear holdtype if sleeping
Swap item positions by dropping on other items
Fixed holdtype not being networked properly
Fixed stringpool error if string is null
Fixed attached effects position weirdness
Fixed networked effects normal being wrong
Removed debug: LOADED PLAYER STATE LOL
Fixed bolt rifle shoot smoke velcocity craziness
This should fix EAC kicking family borrowed accounts
Fixed awesome server crash when dropping an item on itself
Fixed bolt action attack sound being incredibly loud
Diagnosing network jumpiness
Fixed FindBone not always working
Should see other player's projectiles
Fixed shoot effects being destroyed when changing weapons
Implemented alex's torch viewmodel animations
Added PlayerModel scene and devtools
Reorganised clothes prefabs into 5 slots
Tweaked clothes/skin materials
Player model dev scene tweaks
Fixed invisible clothes
Added cargoplane and supply drop models
Fixed loading text not updating
Added events/server_schedule system
Cargo plane should now spawn randomly (but doesn't drop anything yet)
Fixed rotation not syncing proper
Rock viewmodel sway
Networked Lerped Quaternion error fix
Cargo plane motion blur
Added server report command (creates debug txt file with object counts etc)
Cargo plane now drops supply drop
Added functions to TransformUtil.GetGround to optionally ignore a transform (and its children)
FakePhysics velocity is now a velocity instead of linear drop
Added EntityTimedDestroy (calls Kill after x seconds)
Added ResourceContainer (Entity loot box style accessor)
Cargo plane tweaks
Implemented torch holdtype
Fixed headshots sometimes not working
Foundations are now flat again
Added windows and doors
Added hotspot snapping for area placements
Added stairs
Added Scott's temporary placeholder models
Profile triggers
Use shitter physics on server
Fixed server NRE's in NetworkSleep
Adding UnityVS (hopefully this won't fuck Andre on osx over)
Tweaked TransformChangeMonitor for speed
Dropping items now throws them forward out of the players eyes
Fixed incorrect use of Random.Range in arrays with ints
Fixed dropped items colliding with player