7,315 Commits over 2,345 Days - 0.13cph!
Fixed trees being fucked (reverted to last sane state
Fixed player eyes being offset
Fixed being stuck in the air (HTML camera was marked as main)
NRE fix in Coherent RemoveView
Fixed Library folders being ignored by Plastic
Added missing Library folders
Replace program paths in error reports with token
Added debris layer
Added fx to entity destroy message
Added Gib effect
Added Vector3 extensions
Frames can now be destroyed with melee weapons
Use BuildNum in error logger
Use version from build system instead of trying to determine the date from the assembly
Frames now have placement cost
Copy ghost material so it doesn't the on-disk version
Added SocketMod - Terrain Check
Can no longer build sky bridges with foundations (sorry reddit)
Fixed HTML errors on shutdown
Updated items from admin site
Editor config - Builder/Planner
Backing up editor config here
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
Fixed serialization compile error
Procedural terrain now on Terrain layer
Fixed client BuildingBlock erroring because definition wasn't set
Fixed client BuildingBlock not getting ingredients properly
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'
added construct.frameminutes (how long before an inactive frame gets deleted)
Fixed construction layer override also setting socket handles
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
Reorganising entity source files
neatened up foundation frame
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)
Added socket mods
Added socket mod - SphereCheck
Added Guides layer (for ghosts/deployment guides)
Foundation component now can't be placed in collision
Added Terrain socket
Added Terrain layer (especially for terrain!)
Masively refactored the way constructions use sockets
Builder module now uses a declared building component
Debug: GiveDefaultItems puts shit on your beltbar for easier debugging
Added foundation plan
Fixed orphaned server query callback causing NRE's
Fixed query NRE errors when steam isn't present
Append error to stop of stack trace, so it shows properly in sentry
Fixed terrible performance issue
Tweaks to better observe server query NRE
Locked down ConCommand.Index - index is built on demand
Terrain quality convar
Terrain quality in F2 menu
Automatically add Terrain Quality to procedural terrain
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
Fixed hatchet throwing NRE's
Fixed client NRE on disconnect
Server browser now shows map name properly
Updated viewmodels with `always animate`
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
Error message start with hash so they show up uniquely if different but same error message
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
Construction ghost shader/effect - this is shit - lets get something better
Added next/previous key bindings
Added hack so mouse wheel calls next/previous automatically
Can change building parts using next/previous
Added socket icons for easier editing
Now change construction parts with left/right (temporary)
Socket based building system WIP
Fixed fuckups from last night's commits