142,473 Commits over 2,406 Days - 2.47cph!

6 Years Ago
Beautified terrain UVMIX shader code Put the common code between the add and blend passes in a cginc file
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6 Years Ago
treading water animations
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6 Years Ago
This might fix it
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6 Years Ago
Added all trees, bushes and rocks to the procedural test map
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6 Years Ago
Scaled the rocks up to use them as big rocks for the time being
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6 Years Ago
All rock prefabs with colliders
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6 Years Ago
Yo, there's a meta file missing for the hammer materials folder it appears
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6 Years Ago
All tree prefabs with colliders
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6 Years Ago
net.debug off by default
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6 Years Ago
Found out the difference between mesh and sharedMesh
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6 Years Ago
treading water animations
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6 Years Ago
Fixed loading a new mesh for every item (added debug output to verify this)
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6 Years Ago
Handle broken packets better Handle untimely disconnections better
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6 Years Ago
Profiling bullshit
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6 Years Ago
Added initial set up file to plastic
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6 Years Ago
updated hammer anim
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6 Years Ago
Fixed server compile
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6 Years Ago
re-uplaoed fbx & .meta file
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6 Years Ago
deleted game file from art repo, these will be be contained within game repo
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6 Years Ago
deleted old fbx & .meta because of issues overwritting
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6 Years Ago
Made procedural terrain generation somewhat async and moved it into a coroutine Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
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6 Years Ago
Fixed trees spawning in lakes Beautified distribution update code
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6 Years Ago
Fixed DDraw errors when shutting down
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6 Years Ago
Can now pick up world items World item menus show properly World item now run clientside stuff
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6 Years Ago
Removed debug
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6 Years Ago
hatchet now uses an attack -> HIT -> play anotehr animation model hatchet now `strikes` based on an animation event Added animation events class Added DiDHit to HitInfo
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6 Years Ago
Split procedural terrain generation into multiple files Made splatmap generation thread safe and parallelized it Enhanced calculation of the detail object distribution Added possibility to add detail types for any splat value Added forest placement based on perlin noise to spawn handler Made terrain generation seed static Restructured and optimized some code
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6 Years Ago
Added stone axe, bolt rifle
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6 Years Ago
No meta files in art
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6 Years Ago
updated hammer view model anim & re-ordered clips
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6 Years Ago
new bolt rifle animations
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6 Years Ago
swimming forward done
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6 Years Ago
Left amplify motion in debug mode :S
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6 Years Ago
Fixed shadow caster getting amplify motion effect Tweaked amplify motion effect Tweaked fog settings Updated AmplifyMotion to latest
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6 Years Ago
Enable amplify on built skinned meshes
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6 Years Ago
Console system is networked Refactored some stuff
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6 Years Ago
Updated libs for 32bit server prefab file didn't commit
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6 Years Ago
Build 32bit server - so we can profile Fixed router swallowing messages DDraw screen text Added tolerance factor to leaving vis groups - to avoid finding switch seams Debug screen text - show received global network messages Tied switching network group with switching player subscription groups Fixed movement lerping from 0,0,0 on spawn Moved testlevel to 5,000 units away to test for precision issues/solutions
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6 Years Ago
Tuna cans and textures - 1st checkin.
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6 Years Ago
Added leave server debug print
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6 Years Ago
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
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6 Years Ago
Clear the position dirty flag!
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6 Years Ago
3 seperate jumping sequences.
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6 Years Ago
checking in the old view models without their arm meshes attached
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6 Years Ago
Added profiler console commands
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6 Years Ago
Build the server as a development version
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6 Years Ago
World object physics are now networked properly (these will probably have to be turned off though)
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6 Years Ago
Fixed shadow caster being visible under certain lighting conditions
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6 Years Ago
Cleaning up
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6 Years Ago
updated file
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