7,315 Commits over 2,345 Days - 0.13cph!
Unsubscribe from network messages when entity leaves PVS
Network visibility for testing
- This is going to get a cleanup tomorrow
- Maybe moving some of the more generic stuff into Facepunch.dll
Enabled fog, Added Ranged SSAO, Added dev texture
Fixed a bunch of warnings
Moved protobuffers to their own dll
Entity destroy messages
A regression happened that meant inventory wasn't being networked properly
Fixed oven, cooking
Added burning flag
Added OnItemChanged event for itemmodules to use
Proper clientside rotation lerp
Override player network rotation with viewangles
Upped player position rate to 20hz
Lerp the player's positions, updated tickrate
Smoother player movement
Fixed ClientInit being called multiple times
Removed popup console window on client
Fixed server error on invalid prefab drop
Stopped excessive server logging
Server browser tweaks, can join game now
Capatalized HUD tabs because it looks cool
Dlls from latest steam sdk, Dlls for 64bit win server/client
Updated protocol version, servers now listed on master server
Linux = all 64bit
Windows Server = all 64bit
Module message (client -> server)
Refactoring, simplification
More refactoring - this one breaks everything :)
Refactoring item system for simplicity
WorldItem (and deployable) now spawns, networks properly
Networking now provides own UIDs
Visibilty managers
Visibility Subscribers
Visibility groups
Snapshots on join
Client inventory is now networked
Make Net.IsServer/IsClient proper - they basically return whether we're running a server, or running a client. Will return false if we're doing neither (like if we're in the menu)
Didn't save until I exited - empty prefab
Big server browser changes, still pending a lot of stuff, but is functional
Added DroidSandMono - it's a monospaced font for situations where we need one (Roboto don't do one)
Fleshed out steam library further
Server browser functions (incomplete)
server_console prefab was BULLSHIT (!)
Still crashing with no gfx card, retrying
Server crash - following a hunch
Added server console window for -batchmode mode
Server now calls EndAuthSession when client disconnects
Client disconnect -> back to main menu
CancelAuthTicket for client
Added Empty scene to build settings
Replace SSOA with AO - which is much much faster
Fixed not being able to re-join server
Simplified connection auth calls