5,292 Commits over 2,345 Days - 0.09cph!
Remove corpses after 6 hours
Can now die from starving
Can now die from drowning
Can now die from thirst
Can now die from freezing
Can now die from bleeding
Can harvest human meat + bones
Can harvest wolf meat + bones
Added ResourceDispenser class
Added custom editor property draw for item id's
Wood burns at a decent rate, updates loot UI appropriately
Fixed broken shader on Damage Indicator
Fixed fuckup in TransformMonitor which caused the server to stop running
Fixed infinite loop when dragging items into themselves
Fixed campfire import scale
Changed how item models are loaded (this will temp break a lot of stuff)
Implemented Bill's campfire effects
Added LightEx - for animating lights
Added lerp visualization
Tweaked lerp, update rates
Can switch between players in spectate mode (jump and duck)
Fixed server error when players die
Steam Client -> clientside only
Getting the build number from Steam doesn't actually work. Hopefully @steam_games will fix it some day and this'll work.
Fixed item inv not stacking different items properly
Wolf now dies
Wolf drops corpse (it's just a cube atm)
Player drops a corpse (a naked ragdoll that is stick to the floor)
Player corpse can be looted
Add inventory notifications to the previous update
Show active crafts in blueprint list
Craft notifications
Craft cancelling
Craft progress
Sort by craftablility
Craft on click
Menu shows blueprints
Menu indicates whether you can craft blueprint
Added PlayerBlueprints component
Now sending list of craftable blueprints to HTML (wip)
Tried to make water less terrible. Really need to get it fogging properly.
Added net_env to procedural map
Added PointEntity (derive from for entities that are always networked to players, regardless of position)
Added EnvSync entity (syncs time of day)
Players not correctly always subscribed to nw group 0
Fixed compile errors
Protocol++
Changed loot system to accomodate looting players (with 3 inventories)
Added BaseEntityChild - so child components that aren't childen can defer to their parents (player models)
Aded AtomicInvoke - will only invoke if not already
Added ability to loot other players (is mostly broken)
Changed inventory to use inventory UIDs instead of enums
Fixed not being able to interact with hotbar, because context layer was blocking
Added InvokeEvent - like a regular csharp event but calls InvokeAtomic on your MonoBehaviour
Added gameobject.ToBaseEntity - which will resolve a go to a BaseEntity properly
Made Alex's converted jog animation use our new rig's avatar
Fixed Biomes test level errors
Stripped out all traces of old UI
Renamed HTML Menu to Menu
Added Menu Background Scene (for previewing, updating the prefab)
Can we stop adding this fog in please, it doesn't look good
Re-targetting animations to new rig, this isn't perfect
updated holdtypes animations with new rig
Fixed eyes still showing in first person mode
Fixed motion blur not being applied to multi-skinned meshes
Show build cost when using hammer and looking at incomplete building block
Fixed player collision with new rig
Tweaked player eye/teeth colours
Tooltip for planner showing resources needed
Fixed naked head LOD being too severe
SkinnedMultiMesh now handles LOD'ing properly
Updated player model parts to work with new rig
Added wolf stub (does nothing but stand around looking badass)
Added BaseAnimal - does nothing but bleed
Fixed sphere collision bounds being fucked when entity rotated
Fixed client compile error in PlayerInventory
Added hammer worldmodel prefab (needs model)