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7,315 Commits over 2,345 Days - 0.13cph!

10 Years Ago
Stripped debug output
10 Years Ago
Fixed trees being fucked (reverted to last sane state
10 Years Ago
Fixed player eyes being offset
10 Years Ago
Fixed being stuck in the air (HTML camera was marked as main)
10 Years Ago
NRE fix in Coherent RemoveView
10 Years Ago
Fixed Library folders being ignored by Plastic Added missing Library folders
10 Years Ago
Replace program paths in error reports with token
10 Years Ago
Added debris layer Added fx to entity destroy message Added Gib effect Added Vector3 extensions Frames can now be destroyed with melee weapons
10 Years Ago
Use BuildNum in error logger
10 Years Ago
Use version from build system instead of trying to determine the date from the assembly
10 Years Ago
Frames now have placement cost Copy ghost material so it doesn't the on-disk version
10 Years Ago
Added SocketMod - Terrain Check Can no longer build sky bridges with foundations (sorry reddit) Fixed HTML errors on shutdown
10 Years Ago
Updated items from admin site
10 Years Ago
Editor config - Builder/Planner
10 Years Ago
Backing up editor config here
10 Years Ago
Fixed server not knowing where the player's eyes were Allow prefab override (building parts use this) Make sure CreatePrefab always returns active GameObjects Cancel FrameDestroy after built Fixed never un-becoming frame on client Space switches between active players on dedicated server
10 Years Ago
Fixed serialization compile error
10 Years Ago
Procedural terrain now on Terrain layer Fixed client BuildingBlock erroring because definition wasn't set Fixed client BuildingBlock not getting ingredients properly
10 Years Ago
Melee attack is now instant, instead of hitpoint delayed Frames now have ingredients Hammer now builds frames Frames now build and become real building components Added SendNetworkUpdate Added playerinventory.Take Added playerinventory.GetAmount Added clientside PreNetworkUpdate, PostNetworkUpdate Fixed hammer viewmodel casting shadows Fixed constructions not being 'walkable'
10 Years Ago
added construct.frameminutes (how long before an inactive frame gets deleted)
10 Years Ago
Fixed construction layer override also setting socket handles
10 Years Ago
Building Blocks are now saved/networked properly Building Block skins now changed properly on clientside Building shader has _Valid - changes when placement is valid Added GameObject.ReplaceMaterials( material ) - replaced materials recursively
10 Years Ago
Reorganising entity source files
10 Years Ago
neatened up foundation frame
10 Years Ago
Added Construction Frame layer Constructed foundations start as frames Added transform.Identity - to set localpos/rot to 0 Added GameObject.InstantiateChild Added GameObject.SetLayeRecursive Construct prefabs now have separate frame/finished Temporary BecomeGhost, BecomeFrame (this needs to work on server)
10 Years Ago
Added socket mods Added socket mod - SphereCheck Added Guides layer (for ghosts/deployment guides) Foundation component now can't be placed in collision
10 Years Ago
Coherent ui 1.8.3.2
10 Years Ago
Added Terrain socket Added Terrain layer (especially for terrain!) Masively refactored the way constructions use sockets
10 Years Ago
Builder module now uses a declared building component Debug: GiveDefaultItems puts shit on your beltbar for easier debugging Added foundation plan
10 Years Ago
Fixed orphaned server query callback causing NRE's
10 Years Ago
Fixed query NRE errors when steam isn't present Append error to stop of stack trace, so it shows properly in sentry
10 Years Ago
Coherent dlls for linux
10 Years Ago
Coherent UI update
10 Years Ago
Fixed terrible performance issue
10 Years Ago
Tweaks to better observe server query NRE
10 Years Ago
Locked down ConCommand.Index - index is built on demand Terrain quality convar Terrain quality in F2 menu Automatically add Terrain Quality to procedural terrain
10 Years Ago
Added socket base so we can have different types of socket Added area based sockets (needs work, but theory is there) Added MathExtensions.cs Construction ghost updates on frame, instead of tick (smoother) Moved construction placement code so it can be called by ghost
10 Years Ago
Fixed hatchet throwing NRE's
10 Years Ago
Fixed client NRE on disconnect
10 Years Ago
Server browser now shows map name properly
10 Years Ago
Updated viewmodels with `always animate`
10 Years Ago
removed console.log hack (HTMLMain takes care of this now) limited html spam to warnings/errors viewmodel - check that we have an animationEvent before trying to use it in holster HTMLComponent - check m_View for null before trying to use it
10 Years Ago
Error message start with hash so they show up uniquely if different but same error message
10 Years Ago
fixed mouse wheel up not going previous sockets that are both male and female now flipped inside out before receiving a male fixed up some of the building components - still need working through added construction parts map
10 Years Ago
stairs, floor test
10 Years Ago
Construction ghost shader/effect - this is shit - lets get something better
10 Years Ago
Added next/previous key bindings Added hack so mouse wheel calls next/previous automatically Can change building parts using next/previous
10 Years Ago
Added socket icons for easier editing Now change construction parts with left/right (temporary)
10 Years Ago
Socket based building system WIP
10 Years Ago
Fixed fuckups from last night's commits