8,451 Commits over 2,131 Days - 0.17cph!
- Fixed error where walls not showing in editor
- Cleans doors in building editor
Animations updating correctly on owner
Doors now know about the rooms they're connected to
- Held items can now be marked as AllowUseWhileDriving. Default is false.
- Vehicle automatically puts away invalid items being held when entering, and tries to select a valid one from the player's belt instead.
- Currently unselectable items in the player's belt are tinted red and partially transparent.
Can now kind of purchase a unit.
Door side bug fix. UI hooked up a bit better.
Fixed issues with how bullets work:
- Tigger colliders used to stop bullets. Not anymore.
- Shooting from too close to someone used to ignore and shoot past them. Not anymore.
Just need Paul's car collider update as well to make shooting car passengers work perfectly.
Improved vehicle movement/interpolation issues when they first activate. Not perfect but good enough.
Working on some player collision forces. Pretty broken at the moment.
Can now only place deployables inside buildings.
Increased building cost. Shop is non ownable.
Replicating units to client.
Fixed NetworkEntity spawn fuckups
Units are basically replicating properly now.
Improving character collision by vehicles
Improved server/client sync for vehicle hits
Fixed some more unit replication bugs.
Better/simpler system for player being pushed by external objects.
Added damage - but it doesn't work in this mode because it's on the server and hitboxes are on clients. To Be Updated.
Removed the whole player world model and hitbox system on the OWNER client. Everything was taking double damage as both owner and proxy clients took the damage and sent it to the server.
Working player damage from vehicle hits
Merging in vehicle collision update.
Fixed proxy players sending damage to the server. Only the owner client should actually send bullet damage, or else every person observing two proxy players shoot each other would have them send damage to the server, multiplying the damage done.
clutter spawn, network++, cmd, loot / vehicle mask
Fixed a shitty build only bug with network entities in buildings.
More damage on car impact.
Temp extra null checks, trying to catch a server issue
- A little bit of tidying on NetworkEntity - making it clear that the Connection/IsConnected is actually only set on the Server side.
- Some new car audio.
- Fixed up all warnings outside of BuildingSystem.
Added text to explain why you can't get out of that damn vehicle.
Remove vehicle seat exit debugging
Overhauled exiting vehicle seats
Initial health/damage work on vehicles.
temped in prefabs for cooking
Updating the inventroy screen.
Added wrecked version of car
Committing some partial work on vehicle damage FX etc