248,547 Commits over 3,928 Days - 2.64cph!
Final stages of Audio refactor.
Fixed gathered resource being awarded to the weapon instead of the player
Prep for TENN15 character - Anim controller and prefab
Fixed bug with how condition is saved/loaded, leading to wrong condition displayed on client
Made summit height value depend on latitude
Prevented powerline poles from spawning on road by chance
Fixed terrain modifier placement being slightly off
Fixed forcing serialization.
Fixed entities not resubscribing to groups.
added floating city clouds and temp building
Added some scattered bushes to the roadside
Made PathFinder reuse its visited map
Audio refactor mostly done.
Fixed entities that exist in level not being destroyed on client or spawned on sever.
Added Gibbing (tier0 wall only right now)
Fucked off old player classes ready for new improved versions.
Entity shit is getting close to being done. Groups now work propely.
Updated player wounded fbx
Replaced old placeholder path texture with a color adjusted version of the new dirt texture (for now)
Applied updated sand texture smoothness, specularity and height to atlas
Updated player wounded anim source
Fixed UI voice icon getting stuck on screen
Graphics and Controls refactor done, with just Audio remaining.
Can repair building blocks with hammer (costs resources)
- Forced fullscreen mode to dedicated mode
- Graphics options list UI is now built at runtime entirely from the enum
- Graphics option settings are loaded from disk
- Selected options are now highlighted
- Made base option classes bettererer
Made the weapon code more linear
network protocol++
Fixed bug in normal atlas gen
Improved path cost calculation and path smoothing
Added the appropriate topology modifiers to land rock decorfor paths to avoid them
Merge branch 'tempZombies'
Generated files are now ignored.
Removed generated ProtoBuf files.
Committing so I can switch branches.
Fixed terrain texture flicker/artifacts on legacy terrain shader
Fixed array index error in AmbienceManager
Merge branch 'master' into sandboxing
Removed reference to `CommandLine.dll` in `GamePackager`.
Fixed assembly references being incorrectly generated for `GamePackager.exe` when the premake script generates VS project files for games.
Fixed TerrainMap.ApplyFilter flooring the upper bound
Moved coordinate normalization utility methods to TerrainMeta
Exposed bridge height level in TerrainPath
merge into main :
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game & suck at plastic
merge into main :
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game
[zombies] some HUD refactoring, etc
- Added generic option panel classes for handling booleans and collections
- Added graphics options panel
- Available resolutions are autofilled into the resolution option panel
- Graphics options can be navigated and toggled (but not applied) using keyboard (temporary)
Adding animation preprocessor - currently disabled
Adding test TENN15 anim
Stripped out all the Realm bullshit (and there was a lot of it)
Looting a corpse will now show the dead player's name
Made EntityRef more Realm friendly
Added ability to override single splats for faster splat tweaking iterations