2,781 Commits over 548 Days - 0.21cph!
Dont allow pushing the siege tower if your parent entity is the tower
- Siege tower towing setup
- Added editor gizmos to towing visuals
- Added icon to siege tower
- Finalised basic constructable (added each of the build steps and relevant colliders)
- Redone siegetower constructable with the new model
- Setup colliders for each stage
- Use constructable stage 1 model as the guide mesh
Added small ramp so its easier to get in and out of the tower
- Cleaned up Siege Tower
- New colliders for front entrace
- Wired up doors to the dual damage system
legacy_shelter_revoke -> main
Changed 'Server.max_shelters convar' to 'LegacyShelter.max_shelters'
- Can now place a second shelter if you have a first shelter in the world, but the first shelter is deleted
- Display a warning when hold placing the second shelter to tell you the first one will be nuked
- Rebuilt phrases
Initial work:
- Shelter now takes 1.5 sewconds to place
- Added logs
- Force workcart to drop storage container loot
- Expanded box on workcart to 18 slots
- Moved forward and up slightly to try and fix weird interaction issues
- Changed lot drop location to on top in order to try and stop dropped loot clipping
Add small box to the underground workcart
waterpump_minimum_depth_change -> main
Reduced required minimum depth on water pump so that its usable in the new rivers
propane_stack_size -> main
Update Propane Tank stack size from 5 -> 20
Mini crossbow icon render setup and icon
Mini crossbow:
- Swapped world model to use the viewmodel for just now
- Added multi swap arrow script to support multiple swap arrows in different slots
main -> 4ShotMiniCrossbow
wip: Siege Tower~
- Fixed really annoying metal pole colliders
- Middle wheels didnt have world colliders
fix: Fixed some colliders on siegetower not showing collider effects
wip:
- Siege tower third floor collider improvments
- Second floor finished
wip: Second floor detail colliders
Fixed broken packing attributes
Implement the packed attribute:
- Should we send this sync var itself or with all other sync vars
- This allows the user to weigh up header cost of sending the sync var alone vs along with all other sync vars
- Only sends this specific var if its dirty, whereas packed sync vars are all resend even if only one is dirty
wip: Kill sync var tick on object death
wip: Automatically sync vars should any change. Uses a polling method for now:
- Invoke poll in fixed repeat time
- Syncvar handler no longer requires default value
Perform type checks on initial sync var generation pass
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
wip: working server -> client syncing
wip: Took me a day to realise there were seperate writer methods for client and server
Server receive methods
- Setup testing
- More logcs
- Client sync var debugging
Setup both client and server send methods
Generated code compile errors
- Added sync var handlers to detect changes in sync vars
- Generated at code gen
- Overridable methods to check if should update and reset update checks
- Successfully made read/write serverside methods for any sync var contained inside an entity
- Managed to remove variable ids and rely on constant ordering/reading (sync vars are now cheaper than RPCs bandwith wise)
- Pack all sync vars into one packet (might need adjustment)
- Cleaned up code
- Fixed a bunch of generation errors
- Added sync var receive code gen (net read method infered from variable type)
- Sync var pooled strings added to manifest
- SyncVar write and send methods
- Start of codegen
- BaseNetworkable & EntityComponent methods
- Remove ServerManager receive method for now
- Fill out client receive method for sync var
- Handle message case in Client.Connection
- Added attribute (toggleable client authority)
- Limit SyncVars to a set of 14 specific types
- Static helper methods
- Added packet id
- Handle message case in ServerManager
- Initial OnSyncVarMessage method
- Fixed issue causing effects to spawn inside siege tower
- Removed left over mesh renderers
- Renamed some colliders
Further changes to new siege tower model:
- Setup 50%~ of the detail colliders
- Fixed wheel orientation
- Added catapult wheels to the tower