108,155 Commits over 3,867 Days - 1.17cph!
When making a server, if we're a client - auto try to connect.
net.connect is now client.connect
Main Menu Background is now an object in the main menu. This makes our lives a bit simpler here.
Added server.start <LevelName> - which you can call from the main menu (client doesn't auto join yet)
Added Empty scene - I couldn't find an easier way to just clear all entities (except for DontDestoy ones)
Changed bow to not import materials
TODO: NO MODELS SHOULD HAVE EMBEDDED MATERIALS!
Refactored viewmodel loading to fit in the new prefab system
Speed controlled by CBasePlayer
Added PlayerWalkMovement - based on the first person controller in the new samples
Added client input route
Heartbeats to server
Input now uses the popup at the start of the game. If you don't like it you can suck my cock.
Seperated some of the classes to CL_ SV_ and shared
Fix crash if steam isn't running
network debug statistics prefab
Proper messaging where appropriate
ifdef'd where appropriate
Refactoring
Protolib now defines message id's
Fixed bootstrap setting client/server mode the wrong way around
Warning on connecting to server without Steam Client (instead of just crashing)
Fixed burnable item config not being found
Added the bare minimum of a HitInfo struct, please have a look at it and report anything you dislike as soon as possible
Added OSX and Linux standalone builds to the Unity menu to stop discrimination right at its root
Cleaned up some code that was ported over from the old project
Save player inv, metabolism
Entity networking
Entity saving/loading to protobuffers
Added a few basic utility components and libraries
Native libraries (latest build for Mac)
Native libraries (I don't know what to do with the mac one)
Made the native libraries work on OSX and included libsteam_api for all platforms
WIP Replacing RustLib with something a bit more generic so it can be re-used in other projects
Put the librust dylib in a bundle for Unity editor compatibility on OSX
libsteam_api is also required by librust iirc, probably on the other platforms as well
Added effects required by the resource nodes
Moving network implementations to their own plugin
Bootstrapping, provisioning for dedicated server, pure client
Looks like Plastic requires you to manually add folder meta files to commits
Added vertexlit particle and tree billboard shaders
Moved game and test scenes to descriptive folders
Added the old terrain textures
Cleaned JSON- made it our own
Cursor Manager, managing cursor locking
GameSetup - put this object in a scene to create everything you need to play in that scene
Did some player structural work
Reintroduced the menu screen
Ignore library folder, Temp folder