243,394 Commits over 3,898 Days - 2.60cph!

11 Years Ago
Fix compile error
11 Years Ago
Added new layers Added GameTrace - which is like the normal physics ray trace, but also asks hit objects to test themselves (this allows us to have sub-collision schemes, like hitboxes) Removed Attack class HitInfo now stores Transform bones Added Blood effect Added player collision Added Hit Sphere collision scheme (testing feasibility) Added collision_setup prefab - this allows us to have a central place to set up collision masks in game instead of code Added MathLibrary - which might be overkill because I'm only using one function, although if it means we don't have to write our own.. all the better.
11 Years Ago
Minor tweaks
11 Years Ago
Apple LODs
11 Years Ago
Initial commit of the whole terrain mesh blending thing, just in case my PC catches on fire Nothing you see here is finished, the basics work though
11 Years Ago
Added LODs to the rad pills.
11 Years Ago
Chocolate bar asset with 3 LODs and textures - 1st checkin.
11 Years Ago
more work done on rock viewmodel
11 Years Ago
resource harvesting basics map-included entity spawning should work
11 Years Ago
Smashed up shit now drops contents
11 Years Ago
Added TakeDamage item module Made campfire/wooden box destroyable
11 Years Ago
Network messages for trace attack and effects Server, handle messages being sent when server shutting down Server muted connection - for prediction culling Networked effects Item Container/Items can now get their player owner Melee attack now sent to server (does nothing yet) Split HitTest from HitInfo Made FindClientsideEntity shared, renamed to Find Added Attack class Added Effects class Added ServerEffects class
11 Years Ago
Realm push-popper. So we can tell which realm we're in without relying on #client and #server
11 Years Ago
-turn in place (left/right); jump in place (start /midair/land); prone animations; swimming/treadwater animations
11 Years Ago
Beautified terrain UVMIX shader code Put the common code between the add and blend passes in a cginc file
11 Years Ago
treading water animations
11 Years Ago
This might fix it
11 Years Ago
Added all trees, bushes and rocks to the procedural test map
11 Years Ago
Scaled the rocks up to use them as big rocks for the time being
11 Years Ago
All rock prefabs with colliders
11 Years Ago
Yo, there's a meta file missing for the hammer materials folder it appears
11 Years Ago
All tree prefabs with colliders
11 Years Ago
net.debug off by default
11 Years Ago
Found out the difference between mesh and sharedMesh
11 Years Ago
treading water animations
11 Years Ago
Fixed loading a new mesh for every item (added debug output to verify this)
11 Years Ago
Handle broken packets better Handle untimely disconnections better
11 Years Ago
Profiling bullshit
11 Years Ago
Added initial set up file to plastic
11 Years Ago
updated hammer anim
11 Years Ago
Fixed server compile
11 Years Ago
re-uplaoed fbx & .meta file
11 Years Ago
deleted game file from art repo, these will be be contained within game repo
11 Years Ago
deleted old fbx & .meta because of issues overwritting
11 Years Ago
Made procedural terrain generation somewhat async and moved it into a coroutine Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
11 Years Ago
Fixed trees spawning in lakes Beautified distribution update code
11 Years Ago
Fixed DDraw errors when shutting down
11 Years Ago
Can now pick up world items World item menus show properly World item now run clientside stuff
11 Years Ago
Removed debug
11 Years Ago
hatchet now uses an attack -> HIT -> play anotehr animation model hatchet now `strikes` based on an animation event Added animation events class Added DiDHit to HitInfo
11 Years Ago
Split procedural terrain generation into multiple files Made splatmap generation thread safe and parallelized it Enhanced calculation of the detail object distribution Added possibility to add detail types for any splat value Added forest placement based on perlin noise to spawn handler Made terrain generation seed static Restructured and optimized some code
11 Years Ago
Added stone axe, bolt rifle
11 Years Ago
No meta files in art
11 Years Ago
updated hammer view model anim & re-ordered clips
11 Years Ago
new bolt rifle animations
11 Years Ago
swimming forward done
11 Years Ago
Left amplify motion in debug mode :S
11 Years Ago
Fixed shadow caster getting amplify motion effect Tweaked amplify motion effect Tweaked fog settings Updated AmplifyMotion to latest
11 Years Ago
Enable amplify on built skinned meshes
11 Years Ago
Console system is networked Refactored some stuff