branchrust_reboot/main/gjn.weaponrefactor/weaponrefactor.damagecancel

37 Commits over 0 Days - ∞cph!

9 Years Ago
Phrase, items, Icons updated Removed debug output
9 Years Ago
9 Years Ago
Updated some armor prefab names
9 Years Ago
Updated armor balance more general armor protection
9 Years Ago
renamed and moved some armor items
9 Years Ago
Don't run triggers on clientside entities Check that baseProtection is valid before trying to use it TriggerHurt now takes a Damage Type
9 Years Ago
Fixed animals thinking clientside Fixed some clothes not having protection properties Fixed animals not having protection properties Changed how GameManifest holds ProtectionProperties
9 Years Ago
renamed urban stuff
9 Years Ago
updated jacket materials added protection values to clothes
9 Years Ago
9 Years Ago
Download icons slower (if your internet connection suuucks)
9 Years Ago
DamageProtection becomes ProtectionProperties Added ProtectionProperties assets for clothes and buildings Fixed some clothing not having colliders Fixed some clothing materials using the wrong shader
9 Years Ago
Optimized builfing block health networking Fixed NRE when using shotgun Fixed player networking queue not actually queuing
9 Years Ago
Fixed a bunch of warnings
9 Years Ago
9 Years Ago
Clothing protection values
9 Years Ago
building protection values and health balance
9 Years Ago
fixed grade damage assignment on default spawn
9 Years Ago
Assert that UpdateNetworkGroup is only called serverside
9 Years Ago
Cleaned out @zon's debug comments Reformatted @zon's unformatted code
9 Years Ago
Merged with trunk
9 Years Ago
Fixed snow jackets making you immortal Added prefabproperties to gamemanifest Player compound protection values Fixed bug in ArrayPropertyDrawer
9 Years Ago
Fixed damage protection being applied twice Fixed meshcollider damage protection not being applied proper
9 Years Ago
BuildingBlock derives from CombatEntity FixedUpdateEvent has fixed tick time (listen server enhancement) Added a bunch of profiling stuff Split BaseCombatEntity into shared/server/client Moved Healt()/MaxHealth() from BaseEntity BaseResource uses BaseCombatEntity Tweaked entity network update timings BuildingBlock network updates when taking damage BaseCorpse derives from BaseCombatEntity
9 Years Ago
Renamed some DamageTypes Fixed animals not bleeding when shot/killed/hit Gave rabbit a skinnedcollider Replaced damageAmount BaseCombatEntity should scale damage properly using its own baseProtection Added Protection to building block grades Disabled damage indicator (temporarily)
9 Years Ago
Fixed not being an admin in editor AI: try not to target clientside entities in editor
9 Years Ago
Tagged skins Fixed bear anim controller error
9 Years Ago
Added ArrayPropertyDrawer base (for properties inside arrays, lets you get array and index) Added ArrayIndexIsEnum to show array index as a enum string instead of a number in inspector Added ArrayIndexIsEnumRanged - as above with min/max Added BoneInfoComponent (todo) Cleaned up SkinnedMeshCollision attributes into GameManifest.MeshColliderInfo Temporarily removed MeshColliderInfo per bone properties MeshColliderInfo has encompassing DamageProtection
9 Years Ago
9 Years Ago
progress commit
9 Years Ago
merge from refactor
9 Years Ago
merge from weaponrefactor
9 Years Ago
baseanimal is now a basecombatentity basecombatentity tries to work with skinnedmeshcollision (and fails to)
9 Years Ago
Merge from refactor
9 Years Ago
Added protection system and multiple damagetypes per hitinfo
9 Years Ago
Storage box now uses BaseCombatEntity BaseCombatEntity uses lifestate
9 Years Ago
Added BaseCombatEntity