5,292 Commits over 2,345 Days - 0.09cph!
Kick users sending invalid packets
Catch SocketException , don't start server
Fixed player not casting shadows
Fixed player floating up slopes
Fixed F2 menu settings not being applied
Bolt rifle, Thompson, Shotgun, Eoka Pistol, Revolver craftable
Added gunpowder blueprint
Pistol, rifle and shotgun ammo craftable
Added pistol bullet projectile
Fixed arrow & rifle killing via "hunger"
Don't bob weapon when not on ground
Ore resource nodes now all give varying levels of stone/metal/sulfur (instead of just one)
Fixed NRE in BaseCorpse.Save
Added BaseEntity.IsValid
Fixed NRE in Builder module
Global message "ClientDisconnect" is send to everything when client is disconnecting from server
Fixed dead players not leaving the server when disconnected
Fixed player still visible when ragdoll is created
Started work on deathscreen
Fade into deathscreen (wip)
Randomly drop held item when killed
Switch to third person when killed, rotate around ragdoll
Hide viewmodel when dead
Fixed local player ragdoll being crazy fucked up on spawn because of their local collider
Tried to fix ragdoll LODS, but I don't think it's working that great - will revisit
Reverted Alex's broken burlap shirt commit
Enabled HTML hardware rendering (test)
Fixed death intro not working
Fixed player_movement leak on death
Fixed ItemAction_Replace not working properly if the container was full
re-added collision component to burlap-shirt
reverted burlap_shirt (did the same thing that I did earlier but didn't set the default material to Flesh)
Tweaked HTML zoom
Tweaked belt bar
Reverted CoherentUI to software only (hardware acceleratred mode is laggy, wants vsync)
Re-enabled dynamic znear
Cleaning up unused materials
Added tools/Update Clothes Models - sets up avatar, humanoid, no material import, warns on extra bones
Made torch normal maps normal maps
Restoring deleted weapon files (goosey strikes again)
Disable dynamic znear in playermodel scene
"Tools/Update Clothes Models" now changes max texture size to 4096 too
Renamed metal_improvised_helmet_01 and metal_improvised_helmet_02 to human names
Added bucket helmet
Added coffee can helmet
Start with only rock
Deleted mudpants (no lods, no rig)
Increased max size for tshirt, snow jacket textures
Changed compression stuff on audio (for performance)
Fixed Global Fog being enabled on camera by default (turn on/off when entering/leaving water)
Build a 64bit windows version, for 64bit windows
Updated EAC launcher/server to latest version
Added Steam installscript for EAC
Added Tools/Update Effects Prefabs to verify that the fx prefabs are valid
Fixed fx prefabs without recyclers, with disabled recyclers
Item module "Container" can now have default items
Camp fire now created with wood inside
Added option to compile debug 64bit windows client
Attempt to detect and report crashes in previous runs
Crash reporter: clean up reported logs
Crash reporter - scan for crash folders, report crashes from them
Fixed moderators/owners not being properly marked
Weapon animations no longer use triggers - this prevents small delays on firing etc
Changed states in the weapon animations (state must be named attack, attack2, reload etc)
Wooden Door Key costs 50 wood (down from 200)
Hammer now has a holdtype
Log resource/animal respawns - (trying to isolate the problem)
Added tools/Find Prefab Errors - finds missing components on prefabs
Door can now be locked open (probably won't ever want to do this)
Lock costs less to craft
Can now duplicate a key without a lock
Doors have visible lock when a lock is attached (placeholder)
Fixed projectile script being ifdef'd out
Refactored CrosshairInfo to GameMenu
Undoing changes in ClearFirstFrame (causing black screen)
Undone compile fix (upgrade to u5b3)
Crash detection, extract + clean up stack trace so grouping works properly in Sentry
Trim newline in stack trace
Log parser more compatible