branchsbox-forsaken/maincancel

362 Commits over 304 Days - 0.05cph!

1 Year Ago
Fixed persistence
1 Year Ago
Beds, respawns, everything is broken (persistence needs some fixes)
1 Year Ago
Fix players colliding with "passplayers" stuff and added plant fiber pickups
1 Year Ago
Fix cooking start/stop button effects
1 Year Ago
Lerp local eye position when ducking
1 Year Ago
All the latest pain
1 Year Ago
Update FOV
1 Year Ago
Update For Pain
1 Year Ago
Remove dependency on BaseCarriable
1 Year Ago
Fix issues with last active child (for now, look into why it doesn't behave the same anymore?)
1 Year Ago
Clear events and tags before simulate
1 Year Ago
Completely remove reliance on Sandbox.Player (obsolete) and PawnController/BasePlayerController (obsolete)
1 Year Ago
Fixed some sounds which became unknown for some reason
1 Year Ago
Updated for pain
1 Year Ago
Various placeholder sounds, fixes + deployment / structure placement validation
1 Year Ago
Disable player viewer / peek by default for now
1 Year Ago
Change tags again, remove redundant collision pairs
1 Year Ago
Updated tags on all entities
1 Year Ago
Updated addon and assets
1 Year Ago
Silently fail when task is cancelled in ChatboxEntry.OnParametersSet
1 Year Ago
Add white_circle.png and use scale to improve timed action display
1 Year Ago
Some Cursor fixes
1 Year Ago
Move shader location + code style changes
1 Year Ago
Player viewer WIP test
1 Year Ago
Load and save to map name
1 Year Ago
Change unable to load save to a warning
1 Year Ago
Icon tweaks, fix NRE and tweak structure costs
1 Year Ago
Added door locking
1 Year Ago
Some more tweaks
1 Year Ago
Additional icons plus items automatically remove themselves when they have StackSize <= 0
1 Year Ago
Only hover over entities with the hover tag. Added Single Door. Added recipe for Single Door. Can open and close doors. Pawns can become inactive when their client disconnects. Become active again if they re-connect. Radial menu fixes. Manually choose which structures show in the selector. Nametag shows a different color for inactive pawns.
1 Year Ago
Added PersistenceHandle
1 Year Ago
Have Structure implement IPersistent and implement a system to have persistent ids
1 Year Ago
Added support for entities tagged with IPersistent (that are not players) to serialize/deserialize
1 Year Ago
Moved serialization stuff into ForsakenPlayer.Serialization and add crafting queue serialization/deserialization
1 Year Ago
When reading an item entity and its world entity is no longer valid, remove it if we are the server
1 Year Ago
Fixed commands
1 Year Ago
Started work on binary serialization. When reading an inventory container server-side make sure to tell clients about changes to it
1 Year Ago
Immediately hide the plus more icon
1 Year Ago
Increase the burn interval of the campfire to 5 seconds for 1 wood
1 Year Ago
Randomly rotate pickups
1 Year Ago
Finish Timed Action system and UI. Improved pickup system and added Stone and Metal pickups.
1 Year Ago
Make LootSpawner abstract. Added GenericLootSpawner hammer entity and updated Military Crate. Adjust some stack sizes and show how long an item has left to finish crafting Only switch to the secondary cursor view if there are secondary actions Added slot numbers to the Hotbar Added resource pickups + pickup spawners + timed actions (WIP)
1 Year Ago
Added a Campfire crafting recipe
1 Year Ago
Added Raw Meat and Cooked Meat and updated Campfire to support the CookingProcessor.
1 Year Ago
Added consumable effect application (with instant or over time)
1 Year Ago
Added ConsumableResource and ConsumableType and ConsumableEffect. Update ConsumableItem to use it. Add a test Tuna Can item. Added Calories and Hydration and update them over time based on what the player is doing and their temperature.
1 Year Ago
Network PlayerName on PlayerCorpse for the client-side context action
1 Year Ago
Refactored BaseClothing -> ArmorEntity. Fixed a bug where giving an item to a container wouldn't remove it from its previous container. Added an inventory to player corpses. Transfer a player's entire inventory to their corpse.
1 Year Ago
If an item is an ArmorItem try to move it to the Equipment first when transferring. Make FindFreeSlot support passing in an InventoryItem instance to test for and add InventoryContainer.CouldTakeAny.