200,257 Commits over 4,140 Days - 2.02cph!
Replaced Physics.Linecast(Vector3 start, Vector3 end) with Physics.Linecast(Vector3 start, Vector3 end, out RaycastHit hitInfo) because Unity
Added console command for time
Facepunch.Api manifest, banned servers
(We can ban servers from showing up in the server browser now)
JS -> Lua bindings (no parameters yet)
Re-register JS bindings on page load
Sending parameters from JS -> Lua
Fixed npc culling NRE caused by server reconnect
Wearables only decay from the effects of weather when they're outside
Wearables take half of all raw combat damage
EffectList sorts by severity
FollowCamera null checking
Fixed bad return in FollowCamera.HandleInput
Fixed UnitEffectIcon.CompareTo NRE
Wearable weather decay check optimsation (check wearer's active interior first)
Fixed the follow camera a bit
moved the camera target back down to a sensible height
InteractableIndicator uses late update
Weapon & Tool usage take SkillUseParameters instead of Skill, do lookup internally
WeaponParamaters hold base DurabilityCost as per Tool
CombatEventData holds reference to the Weapon being used
Added Weapon usage in Combat.OnAttackHit
Added mirrors but offsets are currently wrong
Last parameter in JS->Lua calls can be a callback that is passed whatever Lua returns (only a string atm)
Main menu passes callback to language.Update
renamed mud to clay and added to the game
JS callback can recieve null/bool/double/string
Lua->JS returned strings can contains null bytes
DHTML inherits Chromium
Server now tells you some stats.
fixed disappearing viewmodels
fixed grass breaking game start
Rocket factory / office building textures / warehouse textures
Item pick up and dispenser actions refactored to support held containers
Fixed NRE in Combat when Unit is unarmed
Added auto NavMeshObstacle generation to Resource view importer
Indicators back to Update cause it fucked em
backup/progress on rocket crane detail greybox
Fixed JS functions being created too late
Added chromium to client
Fixed DoFlybySound NRE
Save++
Network++
Disabled npc apply vis for now
mining quarry has AI obstacle
fixed missing AI sounds
AI flees when it cant reach its target
wood armor helmet balance
Added encumbrance stat, updated Stats+Properties with encumbrance and fear
Fixed missing Container item type icon
Commands widget does not disable craft choice buttons based on unit's knowledge of required items (shite)
Finished the game
Recalculate bounds after resetting lodgroup local ref point; just in case
DHTML inherits from Awesomium again
Added -chromium statup parameter, replaces Awesomium panels with Chromium
Fixed held and carried item effects not being properly applied
Removed WeaponParameters.Effect (use held effects instead)
Items component tracks total weight of all items
Wearables are added/removed from the Items component
Added Encumbrance stat simulator
Disable remote debugger
Update useragent
Added Encumbered flag, effect
Added Encumberance consideration and conditions to some Building AI goals/plans