245,349 Commits over 3,898 Days - 2.62cph!
Added naked player rig ( for facial bones ot be added)
Resource spawns as part of map load, not 5 seconds after
Major terrain generator improvements (still needs internal testing)
Changed default water level to always be at world height 0
Made splat map calculation favor sand texture a lot more if underwater
Added Data Tables
Added Network String Pooling
Effects bone name now uses String Pooling
Fixed Axe not working
Undid garbage collection run in terrain generator since main branch added this as well
Daily merge from main branch
This should make swimming proper work
Added objects command
Saves/Loads now use the current map name - not the value of server.level
Visibility Grid IsInside always returns true for group 0
Added server bounds to procedural map
Changed OnDestroy to OnDisable - because OnDestroy seems to rarely get called
Added/updated Redneck racquet and textures
-added the grenade view model with all animations
Moved all network group and subscription shit into the Facepunch dll
Subscriptions now updated at the same time as network group
Player's snapshot is now sent `full`
Fixed game objects not destroying properly
Added SpawnPoint class
Replaced respawn coroutine - now linear
Fixed player re-spawning twice
Fixed inaccuracies in NetworkVisibilityGrid debug drawing
Moved VisibilityProvider logic to Facepunch dll
Removed INetworkable
Removed MutedConnection logic
Removed NetworkVisibility class
- Added some art test scenes
- Added main camera alt prefab
- Added a few particle/FX textures and materials (wips)
- Added a selection of color grading lookup textures (mostly for funs)
Tweaked some calculations in TerrainNoise for further testing
eyes and temp eye texture
head model with new mouth, closed and open plus teeth textures.
Added some crappy player animations... Added Room Prefab to map...
Made changes to player classes so to allow top down movement etc. Removed a couple of unneeded things too.
Moving as much Networking stuff as possible out of game code
Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")
Made seed in SeedRandom public
Fixed console command network encoding being fucked
Revamped effect system to be more user friendly, network properly
Fixed vectors/quaternions not being networked (!)
Removed rigidbody from Water prefab - because it doesn't need it and it might fix server perf
Removed noise parameters from terrain generator since they are now randomized from seed
Removed perlin noise class since it is no longer needed
Improved terrain generator (still needs internal testing)
Made spawn handler use simplex noise
Restructured terrain noise code
Made simplex noise code somewhat less ugly
Daily merge from main branch
A few ideas for AI structure
Changed to Linear color space
Testing some new terrain algorithms
Added terrain noise class
Added simplex noise class
Run garbage collection pre and post terrain generation
Water level ( 0 = not suberged, 0.5 = half submerged, 1.0f = totally under)
Different movement for underwater
Player Animation receives waterlevel variable
Changed ModelState to be non generated class
Added placeholder material for water surface viewed from underneath
Changed Water shader to CCW cull
WaterEffects changes the image effects according to whether the camera's position is underwater
-tweaked the walk animations (so they cover more distance); removed the limp in the run animation