7,315 Commits over 2,345 Days - 0.13cph!
Added new layers
Added GameTrace - which is like the normal physics ray trace, but also asks hit objects to test themselves (this allows us to have sub-collision schemes, like hitboxes)
Removed Attack class
HitInfo now stores Transform bones
Added Blood effect
Added player collision
Added Hit Sphere collision scheme (testing feasibility)
Added collision_setup prefab - this allows us to have a central place to set up collision masks in game instead of code
Added MathLibrary - which might be overkill because I'm only using one function, although if it means we don't have to write our own.. all the better.
resource harvesting basics
map-included entity spawning should work
Smashed up shit now drops contents
Added TakeDamage item module
Made campfire/wooden box destroyable
Network messages for trace attack and effects
Server, handle messages being sent when server shutting down
Server muted connection - for prediction culling
Networked effects
Item Container/Items can now get their player owner
Melee attack now sent to server (does nothing yet)
Split HitTest from HitInfo
Made FindClientsideEntity shared, renamed to Find
Added Attack class
Added Effects class
Added ServerEffects class
Realm push-popper. So we can tell which realm we're in without relying on #client and #server
Found out the difference between mesh and sharedMesh
Fixed loading a new mesh for every item (added debug output to verify this)
Handle broken packets better
Handle untimely disconnections better
Fixed DDraw errors when shutting down
Can now pick up world items
World item menus show properly
World item now run clientside stuff
hatchet now uses an attack -> HIT -> play anotehr animation model
hatchet now `strikes` based on an animation event
Added animation events class
Added DiDHit to HitInfo
Added stone axe, bolt rifle
Left amplify motion in debug mode :S
Fixed shadow caster getting amplify motion effect
Tweaked amplify motion effect
Tweaked fog settings
Updated AmplifyMotion to latest
Enable amplify on built skinned meshes
Console system is networked
Refactored some stuff
Updated libs for 32bit server
prefab file didn't commit
Build 32bit server - so we can profile
Fixed router swallowing messages
DDraw screen text
Added tolerance factor to leaving vis groups - to avoid finding switch seams
Debug screen text - show received global network messages
Tied switching network group with switching player subscription groups
Fixed movement lerping from 0,0,0 on spawn
Moved testlevel to 5,000 units away to test for precision issues/solutions
Added leave server debug print
Name skinned mesh parts after their prefab
Don't set network position if it didn't change (perf)
If network debug - draw incoming network messages
Added DDraw.Text
Clear the position dirty flag!
Added profiler console commands
Build the server as a development version
World object physics are now networked properly (these will probably have to be turned off though)
Fixed shadow caster being visible under certain lighting conditions
Fixed shadow caster water conflict, fixed server browser errors
Shadow caster shader
Made first person players draw only shadows
Didn't save until I exited
Refined viewmodel class to work better with mechanim
Axe viewmodel all working
Melee attack working (probably)
Cleaned up viewmodels, added hammer viewmode, added test map for viewmodels
Loading screen fixes, cleanup
Changed how player angles are received and used
I prefer this naming scheme
Sorting out player world model animation
HistoricVector, HistoricQuaternion - history lerping storage
Added clothing prefabs
Added pixelate shader
Added player skin textures
Added skinned multi mesh
Added player animation controller (placeholder)
Added player animations
Limit fps on dedicated server (to 60)
Send spawn message to visibility group - not to everyone
Organise received network entities
Fixed entity position lerp from 0,0,0 on enter pvs
hid some variables
Fixed fire not switching on when entering pvs