7,315 Commits over 2,345 Days - 0.13cph!
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)
Changed shiny grass in test level
Added resource gathering/spending indicators
Send note's when resources picked up/used
Fixed double language debug
Added inventory icons context menu
ds: only load saved games if we have -load switch
Removed sln files committed by petur
Close server if it's out of date (your batch file etc should update and restart)
Tweaked melee attack to be less missy if you're partially inside something
Fixed player world aniamtions sometimes not playing
Local player's world animations are now predicted
Fixed loading screen not closing in editor
Server list only shows Rust servers
Disable the camera until player spawns
Disabled special weird looking terrain only fog
Server browser refresh button works
Fixed not dying when dead
Fixed drag distance not taking zoom into account in JQueryUI
Experiment with partial stack grabbing in inventory (it's shit)
Added player preview to inventory menu
Stripped out old inventory menu parts
Updated CoherentUI - 1.8.3.2 -> 1.8.4.0
Better html zoom handling
Inventories send capacity info to html
Disable slots outside of capacity in loot menu
Moved out of game test functions to development.js
Stop looting if too far away
Stop looting if destroyed
Stop looting when window closed
Refactored player inventory - use enums instead of numbers
Fix being able to deploy multiple hammers etc
Fixed server compile error
Looting window works (kinda)