3,894 Commits over 823 Days - 0.20cph!
Inventory drag drop logic
Style the slots a little bit
WIP inventory item interaction
Expose VoxelRenderer.Size, just so we can play with the size in-editor
Increase map size, replace water with a colored plane for now
Replace tree branch with tom's new model
Add depletion stages to rock node
Add item icon editor, tree node, tree branch item (pending model)
Spawn world item over network
Better world placement for node-created items
Removed ruby animgraph, use code to spin world items around
Don't destroy the world item if we can't insert it into our inventory
Add WorldItem, resource node drops items on the ground, collide with world item to pick it up
Just rotate the character always for now
Add a few sounds for weapons, melee weapons have a delayed swing
Adjust attack range for Sword
Bonemerge character mesh onto an invisible citizen
Better trace trajectory for melee weapons
Add methods for setting the player's main hand / off hand weapon, can do it from a GameObject, or a Prefab
Very simple menu boilerplate
The ability to aim is defined by weapon, FOV offset also defined by weapon, use FOV preference instead of hard value, current weapon as a property on the player
Put playerfootsteps component in player prefab
Projectiles created by projectile weapons will ignore players
Added ProjectileWeapon, Projectile
Actually, keep damage effect, but use a shield icon and grey color
Ask the host to take damage if we're not in charge, basic player respawn, players can take damage
Fleshed out damage system a bit more
Add DamageEffect to Mannequin for now
Work on damage events, incorporate Louie's damage types in a generic manner
Simple melee weapon, mannequin
Add a chatbox so we can talk shit to each other
Add basic networked third person player
Don't show Shipment for now
Some main menu styling changes, improve party podium a bit
Remove vehicle markers, too expensive
Fixed PartyMemberMarker NRE
Assorted error fixes