19,199 Commits over 3,898 Days - 0.21cph!
Keep track of how many colliders/components are disabled in a static
Serverperformance log colliders, rigidbodies, buildingblock, disabled shit
Added network collider sleeping to trees/resources
Fixed being able to walk through walls
This was bullshit and I shouldn't have left it in
SendMessage "OnNetworkWake" on networkables on first subscriber join
SendMessage "OnNetworkSleep" on networkables on last subscriber leave
Added NetworkSleep component to turn off components when no network subscribers
Building Blocks turn off colliders when no network subscribers
(Left debug output in on purpose)
Added SignalEffect module
Added muzzle effect to bolt rifle (also plays shoot sound)
Added Rifle hold type
Fixed stringtable fuckups
Oops, didn't save properly
Fixed player model
Fixed NRE in LootableCorpse
Added PhysicsMaterial to splattype/overlaytype
Added vis.footsteps console command
Specific footstep effect logic (not used yet)
Added wall building plan
Building blocks now 10x harder to destroy
Foundations placed on uneven ground are orientated to it
Fixed warnings
Fixed player hit detection being fucked
Automatically destroy more components on dedicatd server
Vary PlayerUpdate fractionally to avoid bunching up
Fixed pickup not working
Fixed being able to shoot building blocks to bits
Item modules are no longer instanced per item
Item modules use opt-in event system instead of interface style system
Item modules no longer derive from Scriptableobject
Renamed ItemInformation to Item.Definition
Item definition now holds Modules (instead of Item)
Oops, need TestLevelTerrain for the test level :S
Committing these meta files so it doesn't keep asking me to commit them
Fixing NRE errors popping up on Sentry
ItemContainer no longer derived from ScriptableObject
Wolf prefab now uses Minh's animation + effects
Increased protocol
Made items not be ScriptableObjects
ItemID's are now uint (was int)
Cleaned up GameManager slightly
First stab at stripping components on the DS
Added kickall
Server Perf logging fixes
Added textures command (lists textures)
Added server perf.csv spitting to server
Fixed assert in Item.RemoveFromWorld()
Removed Tick
Fixed fire gobbling too much wood
Fixed NRE when user disconnects during auth
Ignore plasticscm bullshit
More specific profiling on TransformChangeMonitor
Added build version in DS title
Now using Engine.IsDedicatedSever instead of .batchmode
Breaking Transform Monitoring into buckets
Keep the console at native res
Fixed infinite loop in FormatMemory
Added gc.collect
objects command now shows memory usage
Refactoring
Unified network position lerping, less shitty
Fixed schoolboy error (got client and server the wrong way around)
Fixed weapon worldmodels floating 30 feet in front of player
Bow can now fire arrows (wip)
Fixed GameTrace sometimes returning too early
Can pick up dropped world items again
We can cache these messages and reuse them to avoid GC churn
Eating now affects metabolism properly
Campfire placement guide proper
Pass time to take onto ItemActions