19,677 Commits over 4,049 Days - 0.20cph!
Fixed effects breaking if destroyed first entity spawned
Hit effects now use material type hit
Melee attacks use bullet impact effects (temporary)
Fixed effects sometimes being parented to something random
Pool all Physics material names on server startup
Fixed Bill killing himself
Fixed NRE in UpdateNetworkGroup
Added SceneToPrefab system (see readme for details)
Added collider.GetMaterialAt( pos )
Stop the boar model importing its materials
Fixed particle effects possibly being recycled too soon
Update entity's network group immediately if parent changed
Player ragdolls are now made of flesh
Added ImpactParticles dev scene (for Petur)
Moved Petur's impact particles to Resources/Prefabs/fx/impacts/
Refactoring playerstate/tick
Added spectate mode (for debugging)
Increased protocol
Fixed broken hold type on first spawn
Fixed rock 3rd person animations not playing
Update Child entity network group when parent updates
Menu blur, proper
Update player model in inventory at a lower rate (performance)
Server performance tweaks
Removed debug
Fixed network groups not always being updated properly
I broked TakeDamage
Added warning if UpdateNetworkGroup can't find a parent
SpawnPopulation.Spawn - report warning if trying to create entity that isn't an entity
Moved stag entity out of prefabs folder (not ready, was causing issues)
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Resists are now updated on the UI
Fixed bone lookup fuckups
Added working torch
Bumped up texture res on viewmodels
Fixed MaterialReplacement replacing materials on particles (!)
Fixed being able to shoot campfire heat/damage triggers(!)
Network entities can be parented to each other (wip)
Weapon worldmodels are now network entities
Cleaned up how item worldEntities are handled
Fixed viewmodel going apeshit when looking up/down
Campfire provides heat
Campfire burns if too close
Screen shake on take damage
Hatchet swing, screenshake on hit
Fixed NRE's with deployed foundation
Added Screen Shake systems
Screen shake to bolt rifle shoot
Added viewmodel sway (only on the bolt rifle atm)
Disabling wolf physics stuff - it's killing the server (sorry for butchering your code andre)
Bonus: flying wolves
Boltrifle/bow now have ironsights - which will get tweaked as time goes on
Don't import materials from meshes
Added inventory.give
Medkit, Bandage, Antiradpills all working
String pool - force to lowercase
String Pool skin part names
Increased protocol
Allow clothing to scale damage based on bones
SkinnedMeshCollider probably needs a rethink, it's now doing things that are outside of its realm imo
Players now start dead unless they have a sleeper
Sleeping bag button on death screen
Server sends re-spawn options on join/death
Deployed objects remember who they were deployed by
Deployed objects save who they were deployed by
Fixed item module TakeDamage not working
Fixed sleep screen wrongly taking priority over death screen
Increased protocol
Suicides are correctly logged as suicides
Sleeping bag models/prefabs (not functional yet)
Sleeping bag source (from old art repo.. where did Dan put all the lod'd stuff?)
Skinned Mesh Collision more accurate alternative to sphere/hitboxes
We already have this dll in plugins - I'm guessing it's causing our compile to break
Fixed being able to pick up and re-use shot rifle bullets
Dropped items without world models use the burlap sack
Added FakePhysics - for server-friendly physics
Added smoke to bolt rifle attack
Fixed effects not adhering to particle system length
Don't open a menu if it has 0 options
Furnace deployable, fully functional
Deployables share building block guide material system
Fixed stuff not cooking (Count module)
Fixed Replace action not always working
Deployables show placement validity properly again