7,315 Commits over 2,345 Days - 0.13cph!
Fixed corpse not saving properly
Update metabolism and inventory seperately
Send changed player state in an atomic invoke instead of checking for dirty
Run metabolism much slower when asleep
Hide players when they're dead
Ragdolls now inherit their parents bone positions properly
Added Transform.GetAllChildren
Chanegd BasePlayer.worldmodel to BasePlayer.playerModel
Added BaseEntity.model - should only be used clientside
Removed shitty looking wireframe effect from build guide
Added Model component - which serves out the right bones for ragdolls
Added Ragdoll component - which handles copying bones from models
Removed BoneStringPooler - this is done in the Model component now
boltrifle world model
fixed bow worldmodel (it's still fucked, but less obviously)
Fixed bone name pooling (again!)
Fixed not being able to place walls on the edge of foundations
Fixed serverside compile errorz
Don't pool an empty string
Cleaned up how bone names get string pooled
Added player.ChatMessage( str )
Failed building block placements will return an error in chat (temp debug)
Fixed players turning into trees (string pool fixes)
Walls now can't be half hanging off foundations
Cleaned up placement guide code
Added jitter to invalid building blocks, to try to find suitable place
Added colliders debug command
Fixed multiple viewmodels on death
Fixed disconnecting from a server landing you in a crazy limbo fally world
Fixed Disconnect still showing in main menu after disconnection
Fixed not being able to reconnect after disconnecting once
Keep track of how many colliders/components are disabled in a static
Serverperformance log colliders, rigidbodies, buildingblock, disabled shit
Added network collider sleeping to trees/resources
Fixed being able to walk through walls
This was bullshit and I shouldn't have left it in
SendMessage "OnNetworkWake" on networkables on first subscriber join
SendMessage "OnNetworkSleep" on networkables on last subscriber leave
Added NetworkSleep component to turn off components when no network subscribers
Building Blocks turn off colliders when no network subscribers
(Left debug output in on purpose)
Added SignalEffect module
Added muzzle effect to bolt rifle (also plays shoot sound)
Added Rifle hold type
Fixed stringtable fuckups
Oops, didn't save properly
Fixed player model
Fixed NRE in LootableCorpse
Added PhysicsMaterial to splattype/overlaytype
Added vis.footsteps console command
Specific footstep effect logic (not used yet)
Added wall building plan
Building blocks now 10x harder to destroy
Foundations placed on uneven ground are orientated to it
Fixed warnings
Fixed player hit detection being fucked
Automatically destroy more components on dedicatd server
Vary PlayerUpdate fractionally to avoid bunching up
Fixed pickup not working
Fixed being able to shoot building blocks to bits
Item modules are no longer instanced per item
Item modules use opt-in event system instead of interface style system
Item modules no longer derive from Scriptableobject
Renamed ItemInformation to Item.Definition
Item definition now holds Modules (instead of Item)
Oops, need TestLevelTerrain for the test level :S
Committing these meta files so it doesn't keep asking me to commit them
Fixing NRE errors popping up on Sentry
ItemContainer no longer derived from ScriptableObject
Wolf prefab now uses Minh's animation + effects
Increased protocol
Made items not be ScriptableObjects
ItemID's are now uint (was int)
Cleaned up GameManager slightly
First stab at stripping components on the DS
Added kickall
Server Perf logging fixes
Added textures command (lists textures)
Added server perf.csv spitting to server
Fixed assert in Item.RemoveFromWorld()
Removed Tick
Fixed fire gobbling too much wood
Fixed NRE when user disconnects during auth
More specific profiling on TransformChangeMonitor
Added build version in DS title