107,986 Commits over 3,867 Days - 1.16cph!
Client disconnect -> back to main menu
CancelAuthTicket for client
Added Empty scene to build settings
Replace SSOA with AO - which is much much faster
Fixed not being able to re-join server
Simplified connection auth calls
Linked the "Game Setup" and "Main Camera" prefabs
Changed the SteamNative.dylib to 32bit-only until we figure out the issue with the universal build
Didn't undo some automatic changes to a material and scene file by Unity, now I'm forced to merge
This shouldn't have been checked in
These don't get copied to the right place on compile - so removing and manually copying the required files over
Added prereq folder - for libraries that need to be added to builds
Lets not open the folder every compile
Fixes for compiling, added compile all
Adding a buttload of image effects that we will want, to make sure we have and retain support from the ground up.
Player position smoothing (the player's shadow is stuttery because it's un-smoothed)
Added a few trees to testlevel
Added 3D context menus
Fixed server using Update on Player
Had to add a hack to dfGUIManager line 1111 to get 3D gui's to be interactive :(
Created prefabs from the "Main Camera" and "Game Setup" game objects since they'll be required in every scene
Missing from previous commit
Campfire now works as designed
Loot panel works as designed
Particles now spawnable via prefabs folder
WorldItems now use Tick system to update item (0.5s)
ItemActions can now have clientside functions
Fixed player position overriding when local
'Using' now opens menus as you would expect
Entity position ticking (no lerp yet)
Added ticker class, to help us avoid using Update or Coroutines (which are slow with 100,000+ objects)
Fixed fireplace/box etc not spawning properly
IFDEF'd Steam stuff, made the game work without Steam in editor (optionally)
entering game is faster now
Fixed player prefab eyes
Fixed client connect message not getting through properly
Receive and use player's tick
Dedicated server joining, debug view
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