226,025 Commits over 3,714 Days - 2.54cph!

10 Years Ago
Switched Network from Packets to Messages (removed Packet) - A bit more generic - Uses Streams instead of Data[]
10 Years Ago
Added ConVarChanged event Setting bool convar accepts more logical input Updated DFGUI to latest Added settings overlay (F2)
10 Years Ago
more updates to bow rig setup
10 Years Ago
Where did those come from? I don't think they should be in here
10 Years Ago
Correctly marked Eoka pistol normal maps as normal maps
10 Years Ago
Added script to clear the color buffer in the first frame, after that only clear the depth buffer (see ClearFirstFrame.cs for the purpose of this) Changed camera prefab far clip plane to 4000 Reverted the procedural scene camera far clip plane to the camera prefab default
10 Years Ago
eoka pistol animations ( attack / deploy )
10 Years Ago
Enabled overlay
10 Years Ago
Prepared the spawn handler for networking Was forced to merge
10 Years Ago
Cock sucker
10 Years Ago
Added support for LOD models Made the water more fucked Made the blood effect more obvious
10 Years Ago
Made the spawn handler load all its prefabs from the resources folder
10 Years Ago
continuing with bow anim
10 Years Ago
Made the spawn handler use the new singleton base class
10 Years Ago
Improved singleton base class
10 Years Ago
Didn't commit
10 Years Ago
Don't re-load the HUD when running the HUD level through GameSetup Added player preview to the inventory menu Added CameraEx (modifys the ambient light rendering for camera) Added SingletonComponent MonoBehaviour base
10 Years Ago
Use spawn handler spawn points in levels that allow it
10 Years Ago
Resource rocks with LODs
10 Years Ago
Added item module, wearable Added red jacket Added clothes textures Wearables now get networked to other players Can add stuff to wearables section of HUD Should rebuild model on clothes swap Added debug third person mode (F3)
10 Years Ago
Switching to different protobuf library (test) Network messaging evolving to reduce gc, increase flexibility
10 Years Ago
Fixed normal mapping Optimized fade value calculation Added blend offset parameter
10 Years Ago
Added terrain tangent equation
10 Years Ago
Fixed normal calculation
10 Years Ago
Time of Day update to 2.0.7
10 Years Ago
TerrainUV frac call is no longer needed, so let's save those instructions
10 Years Ago
Minor OCPD fix
10 Years Ago
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin Major texture mapping quality improvements
10 Years Ago
-last of the prone animations;
10 Years Ago
Moved all benchmarking to TerrainGenerator Added BENCHMARK ifdefs to TerrainGenerator Multiple tweaks and fixes for TerrainBlend Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
10 Years Ago
added initial bow viewmodel setup file
10 Years Ago
Mesh blend shader tweaks and fixes
10 Years Ago
Fixed splat UV calculations
10 Years Ago
Added spawnpoints (temporary) Made Sleeping player movement better Added crafting logic Added crafting UI Added player respawning after death Fixed player feet offset stupidness Fixed network group not reconfiguring when spawning into sleeper Fixed position smoothing being fucked in low fps Undone fall logic
10 Years Ago
Woodpile meshes with LODs.
10 Years Ago
Mesh blend shader cleanup
10 Years Ago
updated viewmodel scene with rock anim
10 Years Ago
added materials
10 Years Ago
added rock viewmodel, clips, & anim controller
10 Years Ago
added rock folder & textures ( mesh contained within viewmodel anim)
10 Years Ago
updated anim
10 Years Ago
Large storage box LODs
10 Years Ago
Campfire checkin with LODs.
10 Years Ago
Crafting basics
10 Years Ago
prone_left animations
10 Years Ago
More debug !
10 Years Ago
Oops, left in some debug, fixed
10 Years Ago
Copy EAC files over on build
10 Years Ago
EAC dlls and launcher
10 Years Ago
Compile the clients to RustClient