201,122 Commits over 4,171 Days - 2.01cph!
Enabled fog, Added Ranged SSAO, Added dev texture
Network visibility for testing
- This is going to get a cleanup tomorrow
- Maybe moving some of the more generic stuff into Facepunch.dll
Unsubscribe from network messages when entity leaves PVS
Fixed entity position lerp from 0,0,0 on enter pvs
hid some variables
Fixed fire not switching on when entering pvs
Organise received network entities
Send spawn message to visibility group - not to everyone
Black raspberries mesh and textures - 1st checkin.
Limit fps on dedicated server (to 60)
Fixed warning regarding "global" class name conflict if referenced in code
updated hammer source file & uploaded fbx & .meta with clip data
Parallel.For utility class
Terrain grass mesh textures
Enhanced the seed based random number generator
Added first draft of grass and threading to the procedural terrain generation
Added clothing prefabs
Added pixelate shader
Added player skin textures
Added skinned multi mesh
Added player animation controller (placeholder)
Added player animations
HistoricVector, HistoricQuaternion - history lerping storage
Sorting out player world model animation
I prefer this naming scheme
Changed how player angles are received and used
rest of the stone hatchet animations
Loading screen fixes, cleanup
Cleaned up viewmodels, added hammer viewmode, added test map for viewmodels
We shouldn't use this hacked billboard fix, when we use billboards I'll implement the fix the correct way (which didn't work before due to the asset bundle system)
Fixed some minor but annoying shader warnings
updated position of view model
Refined viewmodel class to work better with mechanim
Axe viewmodel all working
Melee attack working (probably)
Didn't save until I exited
Cans of beans meshes and textures - 1st checkin.
Shadow caster shader
Made first person players draw only shadows
Fixed shadow caster water conflict, fixed server browser errors
updated view model maya rig
updated hammer view model, added hit & miss anims
Fixed shadow caster being visible under certain lighting conditions
World object physics are now networked properly (these will probably have to be turned off though)
Build the server as a development version
Added profiler console commands
checking in the old view models without their arm meshes attached
3 seperate jumping sequences.
Clear the position dirty flag!
Name skinned mesh parts after their prefab
Don't set network position if it didn't change (perf)
If network debug - draw incoming network messages
Added DDraw.Text