branchsbox-forsaken/maincancel

362 Commits over 304 Days - 0.05cph!

1 Year Ago
Persistence++
1 Year Ago
RecipeCategory is Flags now
1 Year Ago
Added some basic craftable clothing and removed unused vars
1 Year Ago
Hammer recipe
1 Year Ago
Updated UVs properly for structure pieces + when placing foundation remove any pickups on the ground
1 Year Ago
Fix messages Improved placeholder models for Wall, Doorway, Foundation and added material groups
1 Year Ago
Basic upgrading
1 Year Ago
IDamageable. Consolidating deployable persistence. Hammer item. Don't hover over entities with hammer tag unless hammer is equipped
1 Year Ago
Have unavailable context actions be red
1 Year Ago
All traces ignore triggers. Added Build Exclusion Zone trigger for Hammer.
1 Year Ago
Added SecondaryUseText and have ToolboxItem use it. Removed Stone cost for all basic structures. Replaced dev material with a placeholder wood material for structure pieces.
1 Year Ago
Use TimeUntil
1 Year Ago
Fixed picking up a furnace gives you a campfire...
1 Year Ago
Fixed autosave
1 Year Ago
Change wording
1 Year Ago
Added context driven Input Hints. Added InventoryItem.UseText. Can use consumables with Primary Attack. Increase FOV. Change interact key to Use instead of Primary Attack.
1 Year Ago
Persistence++
1 Year Ago
Added IContextActionProvider.AlwaysGlow and low glow entities in interaction range. Loot entities always glow through walls
1 Year Ago
Fixes
1 Year Ago
Added additional loot entities for low and medium tier and if a resource pickup model has no physics, give it a spherical physics body
1 Year Ago
Clear deployable ghost if trace doesn't hit Persistence++ Greatly increase the number of resource pickups that will be spawned Change plant fibre pickup model Loot spawner will class an area as clear if the entity that is blocking it is from the map Increase crate respawn time to 180
1 Year Ago
Fix NRE
1 Year Ago
Fixed pumpy and fixed attachments not initializing on weapon select
1 Year Ago
Fixed all item definitions
1 Year Ago
Separate loot chance and stock chance
1 Year Ago
Enable fog support but start disabled for now - more options to follow
1 Year Ago
Add INametagProvider and update nametag system to use that - let NPCs and Players share nametag
1 Year Ago
Started implementing Trader, base NPC and salvage system
1 Year Ago
Add stubs for base NPC + Trader Added persistence support for map entities by saving HammerID. Added persistence support to loot spawners
1 Year Ago
Fixed respawn time + apply force to player's corpse on death Do the same for client ragdolls An attempt was made to... implement headshots in a game like this. Let's try a potentially goofy mechanic where if your cursor is over a player's head when one of your projectiles hits them - it's a headshot
1 Year Ago
Persistence++ Serialize DisplayName and if when deserialize the player is dead, respawn them, otherwise create hull Simulate sleeping behavior Add passplayers collision rule (ignore player) Fix bugs with projectile weapon (don't add Z spread, fix random direction) Nametag tweaks / optimization Adjusted projectile force
1 Year Ago
Sounds for campfire and furnaces Prevent players shooting through walls by poking their weapon's world model through it
1 Year Ago
Finally tracked down a bug that has plagued me. InventorySlot will now be updated when it should be - I didn't include the inventory id in the hash code for InvContainer
1 Year Ago
Give armor entities the same obscured glow effect as players
1 Year Ago
Added Saved Games support (PersistenceSystem compatibility) Nametags will fade out over distance and eventually hide themselves Support for Timed Actions to have sounds that play while the timed action is in progress Start and stop timed actions sounds appropriately Added a bunch of placeholder rummaging sounds for harvesting pickups Add a glow component (client-side) for the local pawn for obscured player only Fixed data not saving Chat styling - name will now not wrap, and text entry will grow accordingly Reduced campfire size Fixed item hash code not including item id Fixed structure place sound not playing for the first structure piece Re-adjusted all sound distances and don't send pickup sounds to everyone Change fireplace and furnace dynamic lights and reduce glow widths Only block input when have a hovered entity if an action was done or if primary attack is down
1 Year Ago
Added BeforeStateLoaded and AfterStateLoaded and change some method names RestoreConnection Don't do some goofy on-demand way to work out the connected stockpile entity. Propagate and cache stockpile connections when a foundation is added, restore them after load Persistance++ and refactors around persistence
1 Year Ago
Changed some terminology
1 Year Ago
Re-add IsValidPlacement for Foundation and add Structure.AuthorizationRange (fsk.structure.range)
1 Year Ago
Move Stockpile find stuff to Foundation instead of Structure
1 Year Ago
Added Stockpile entity and implemented ICodeLockable and IPersistence Added StockpileItem definition Add "material" tags to all material items Added placeholder Stockpile model Stockpile icon and recipe Added Unauthorized thought strings Added Structure.AddFoundationsToSet and Structure.FindStockpile (cached, but still shitty) Remove Foundation IsValidPlacement logic Automatically authorize the player who placed the Stockpile Added Player.IsAuthorizedToPlaceAt and add checks for both deployables and structures
1 Year Ago
Allow rotation of deployables (this currently breaks the Bedroll because it's using a silly model) Allow players to deselect their currently selected hotbar item Never transmit deployable ghost entities Set physics body transform immediately for temp ghosts (server-side) before using Trace.Body
2 Years Ago
Potential fix for nametags Try setting sound listener rotation to camera rotation(?) Persistence++ Fix autosaving + have weapon items store their ammo item type (thanks for spotting @Fortune#7015)
2 Years Ago
Stack loot spawner stuff instead of give
2 Years Ago
Fixed NRE, add Brightness + SkyIntensity to TimeController, add auto-save and save on disconnect
2 Years Ago
Allow multiple ItemCost attributes. Added stone costs to all structure pieces. Adjusted all pickup amounts, stack sizes. Adjusted all recipe costs. Added preferBackpackOverHotbar to TryGiveItem. Fade out unaffordable crafting recipes a little
2 Years Ago
Adjusted max stack sizes
2 Years Ago
Tweaked ReloadMenu open delay + improved radial menu style
2 Years Ago
Remove time test map, add maps with support
2 Years Ago
Network the players active bed - don't show the Make Home option for a bed if it's the currently active bed
2 Years Ago
Campfire starts with fuel. Automatically delete corpses if they've been fully looted, otherwise after 10 minutes