5,292 Commits over 2,345 Days - 0.09cph!
Don't know why this exists, deleting
Warning when transform changes (a lot) with collider and no rigidbody
Added tick number to network messages (not used for anything yet)
Started right click build component menu
Transform monitor tweaks, report
Added profiler blocks around all server raytraces
Added right click plan switching, makes building less terrible
Moved grass impact effect prefab to right place
Implemented Blunt and Slash impact effects
ImpactParticles scene lets you choose bullet, blunt, slash
Moved DamageTypes to its own file
Melee/ProjectileAttack now specify damage type
Added skin shader (keeping old mats for comparisons)
Flinch animations (implemented but not really)
Use the tick in lerp time. This is all fucked but it's better than nothing right now.
Synced with admin site, phrases
Fixed building parts not showing in context menu
Updated clothes to use new skin shader
Stop Fire_Secondary when in menu
Server perf.. adding rigidbodies to everything that's runtime.. even if it doesn't move
Fixed building block scaling etc
Fixed not bwing able to shoot building blocks
Build the linux dedicated server in headless non debug
fixed console command find
Serverlist now sortable, sorted by ping by default
Copy Steam binaries for Linux DS
Fixed not being able to extend foundations
Can now place campfires etc on foundations etc
Added server administration boilerplate
Fixed user/ban list not loading on dedicated server
Save userlist properly
Print to server console when an owner/moderator joins
Fixed rcon console variables not working
world models should use r_prop bone by default
conditional models skin system (wip)
Fixed wall prefab corner models
Fixed footsteps being crazy loud
Editor tool to show local player's eye line (for world model aim tweaks)
Fixed boltrifle world model being misaligned
Pickaxe world model
Fixed player thirdperson melee attack not playing
Disabled tessellation in skin shader
Fixed rcon strartup param - proper this time
Don't try to handshake multiple times
Default message initial size 64bytes (up from 16)
If player isn't alive on disconnect then remove them (don't just sleep)
Renamed OnHit to OnAttacked
Fixed players being killed after they respawned from attacks they sustained while alive previously
Added BuildingTest scene - loads a saved building to test building component changes
Oopsy, the save wasn't loading
Use InvokeAtomic to refresh conditional skins, so it only gets called once instead of once per surrounding skin
Updating building test save
Added server.ip variable (to bind server to specific ip)
World model attachment bone now defined by the weapon itself