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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
WIP char04 ZBrush project.
Refactoring and optimization
Updates to TENN-15 rig (source)
fixed some errors on the bandage animations.
Graphics system refactored, now working on controls.
Adding all the textures for the corrugated building skin
added wip clouds to scene, need remoddelling and next texture. Need to work out why dx11 tessellation and displacement aren't working too.
Simplified player belt code
Aded fail safe to viewmodel holstering
- Graphics options menu work
Added TENN-15 game character & textures / materials
Added TENN anim folder, run anim game assets + clips
Added more 1st pass TENN run anims (source)
added missing recoil to shotguns (whoops)
properly implemented projectile drag coefficent
added missing recoil to shotguns (whoops)
properly implemented projectile drag coefficent
Cleaning/Refectoring
Network protocol++
Forgot terrainBindShaderProps execute in edit mode
Gibs for the tier1 wall block
Removed terrainPaint from testlevel terrain; added temporary script to bind necessary shader properties instead (both edit & runtime)
Cleaned up legacy terrain shader from terrainPaint specific stuff; keeping important changes on the legacy-terrain branch for now
Minor patch to TerrainSplatMap so it doesn't blow up with zero splats
Tweaked how rich text is sanitised from chat
Decoupled camera angles from viewmodel angles
Midway through huge refactor attempting to fix performance problems cause by communication between sandbox app domains and the host.
Fixed chat not hiding when switched off in F2 menu
Fixed server compile error
Fixed icons staying on screen if starting to drag while already dragging (using alt mouse buttons)
Disabled chat debug spammer :0
Removed shadow/outline from chat to fix perf issues
ore armor
shotgun pellet drag
Fixed inventory perf issue (especially apparent when firing a weapon)
Pressed a bunch of buttons on TestLevel until it stopped making Terrain errors
Made spanning tree handle multiple passes in a nice way
Added DecorUtil class (methods for easy spawning of decor)
Added powerline placeholders to roadside
Made roads generate cliff topology if required when modifying the terrain around them
Improved edge fadeout of terrain map area modifiers
Merge branch 'networking' into sandboxing