239,298 Commits over 3,837 Days - 2.60cph!

10 Years Ago
Terrain Gen now updates loading screen Terrain no longer initialized in Awake/Start (setup called from GameSetup/Bootstrap) Made resource objects networkables (they're not really finished yet but fuck it) Added Generated map as default
10 Years Ago
Bone knife checkin with meshes, textures and LODs.
10 Years Ago
Rock animation fixes
10 Years Ago
Fixed FindPrefabNames on Windows
10 Years Ago
Fixed water specular highlight in test scene
10 Years Ago
Fixed water specular highlight in procedurally generated scene
10 Years Ago
Welcome to The Rock
10 Years Ago
Finalized rust viewmodel
10 Years Ago
Added water to the procedurally generated scene
10 Years Ago
Made the test level use a custom water prefab and material so that we could reimport the Unity Standard Assets without breaking everything
10 Years Ago
Server entities should be destoyed using Kill() (!) Player dies when outside ValidBounds Entities get removed when outside ValidBounds
10 Years Ago
Added server_bounds prefab Fixed server nullref error when client disconnect Added component comments component - allows us to leave comments on prefabs
10 Years Ago
Added launcher info to EAC launcher
10 Years Ago
Fixed light source culling mask warning
10 Years Ago
Fixed DS not saving
10 Years Ago
Fixed resource_ore_metal prefab name
10 Years Ago
Rebuilt launcher
10 Years Ago
Added InstanceCounter utility class Fixed console stuff not being echo'd
10 Years Ago
Initial Check in of the art database, moved from SVN
10 Years Ago
Root dir
10 Years Ago
Updated EAC to latest
10 Years Ago
-tweaked some of the player animations
10 Years Ago
Changed message to not be derived from Stream. That was a stupid idea.
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