248,558 Commits over 3,928 Days - 2.64cph!
removed textures folder as texture files will be placed within the same folder as the models.
Added initial bear trap animations & created clips ( in meta file)
Added inital file structure to rust_art
Cleaning up. Fire is working, complete.
added new game PRESSURE CHAMBER
Added fuel, flags, modules
Campfire now functions properly !
'burnable' in item
reversavle conditions
new condition: chance
new condition: hasfuel
item event: burnt - called when item is turned to charcoal
removed IsOff - because IsOn is reversable
Item HasFuel - temporary until we have different fuels
Added generic item variables, health, cooked, spoiled for events, or whatever to use
Changed Cycle to ServerCycle - to be clear what it is, where it should be run
Events now cycle on the server
ItemContainers now have a temperature - owner object should maintain it
Added Action Replace
Added Item Conditional Temperature
Added Item Event Manipulate - to change variables
Deleted DeployedInventoryItem - redundant
BaseItem now has a 'on' param
Action_EnableDisable now works as should
Action_Remove works as should
Deployed Items fire events as should
OnUse is called as should (actually probably isn't, but will return to that)
WorldItem watches for dirty item, and sends to Glue as appropriate
Context Menus on world/deployed
GameTooltips
scene file in build settings
More work on the item system
Clean up, simplication, bug fixes
Filling in camp-fire item.
Screen cursor locking (simple)
Added container facility to items (todo)
Added BaseEntity, from which BasePlayer derives
Added Deployable item type
Added Deployable ghost - with placement checking
Bow viewmodel.. working !
Death of Animation Blender
Stipped out all old UseBelt stuff. Hooking us up to the new system should be trivial.
Removed workbench, repairbench etc.
Added BinaryStream
Prefab initial data
Converted all line endings to Linux
Calling item actions
This includes dropping - which needs some work to make networkable but network agnostic
Can now move items between inventories (no prediction yet)
Fixed some missing behaviours
Merged in new RustPortable
Inventory is now synced server > client
Added build menu - so you can rebuild the server/client without all the bullshit.
Moving portable, clean code to Portable folder - so it can be copied and synced between projects
Neater handling of startup errors
Ripping the ass out of the inventory system.
New HUD system - not hooked up to anything yet.
Cleaning up, moving HUD to HUD scene, Removed some Old HUD stuff