201,539 Commits over 4,171 Days - 2.01cph!
checking in the new view model that is using the player model rig
Module message (client -> server)
Copy script for me to test things
Latest SteamNative.bundle, made everything universal 32 and 64 bit builds to debug the SIGILL issue further
Added a working OS X 64bit build, I'll try to fix the 32bit build next
Moved the Test editor menu item to its own file
added inital setup file for hammer view model
Fixed SteamSharp.dll throwing exceptions on 32bit OS X
-new wild boar model (non-animated)
Added a first set of the new rocks
Upload 64bit versions (windows and ds)
Linux = all 64bit
Windows Server = all 64bit
Updated protocol version, servers now listed on master server
Build a 64bit version of this library for Windows
Dlls from latest steam sdk, Dlls for 64bit win server/client
Capatalized HUD tabs because it looks cool
Server browser tweaks, can join game now
Removed popup console window on client
Fixed server error on invalid prefab drop
Stopped excessive server logging
Smoother player movement
Fixed ClientInit being called multiple times
Lerp the player's positions, updated tickrate
Upped player position rate to 20hz
Override player network rotation with viewangles
Proper clientside rotation lerp
Time of Day update to 2.0.6 prerelease 1
Was forced to merge
Added shadow softener for evaluation, for deferred rendering it is simply enabled by dropping the files in - to disable it simply remove the files
The way this works is that hard shadows are being softened by shadow softener, soft shadows are being softened by both shadow softener and the Unity softening algorithm
Adjusted the quality settings accordingly to only use hard shadows (i.e. shadow softener) to see if it looks good, we could add the Unity softening for high quality settings if we wanted to
Configuring shadow softener is done by defines in the shader include file ShadowSoftenerConfig.cginc, it uses the default values for now
Cool features of shadow softener are for example soft point light shadows and less dithering due to PCF
-new animations for the hatchet
-new animations for the hatchet
-source (Maya) files for the hatchet animations
Fixed a small but WELL recorded spelling mistake on the rad pills.
Bandage mesh and texture files.
Fixed oven, cooking
Added burning flag
Added OnItemChanged event for itemmodules to use