128,902 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moving as much Networking stuff as possible out of game code
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked some calculations in TerrainNoise for further testing
 
                
                
                
                
                
             
         
        
            
            
            
                
                - 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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                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 the grenade view model with all animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed OnDestroy to OnDisable - because OnDestroy seems to rarely get called
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                This should make swimming proper work
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Daily merge from main branch
 
                
                
                
                
                
             
         
        
            
            
            
                
                Undid garbage collection run in terrain generator since main branch added this as well
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added Data Tables
Added Network String Pooling
Effects bone name now uses String Pooling
Fixed Axe not working
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Changed default water level to always be at world height 0
Made splat map calculation favor sand texture a lot more if underwater
 
                
                
                
                
                
             
         
        
            
            
            
                
                Major terrain generator improvements (still needs internal testing)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Resource spawns as part of map load, not 5 seconds after
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Merge from main branch (again)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added forest density parameter to spawn handler
Tweaked spawn handler forest noise
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Added Colorful and Sonic Ether's Natural Bloom (image effects) 
- Some tweaks sky dome prefab default settings
- Post processing changes on the main camera prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added water fog volume in test scene, enabled via WaterEffects.cs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Just added a check on the fog volume toggle
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding missing files for Sonic Ether bloom and Colorful
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed linux build options (test)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed unused effects, moved GUIblur to bottom
 
                
                
                
                
                
             
         
        
            
            
            
                
                -tweaked the eoka animations a bit; added some new player jogging animations;  (still TODO:  jog left/right)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Arctic biome test scene base.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Daily merge from main branch
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased mountain noise amplitude to reduce probability of flatland worlds
 
                
                
                
                
                
             
         
        
            
            
            
                
                -rest of the jogging animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added item stacking, splitting, merging
GameSetup can define whether you want to load a save or not
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Daily merge from main branch
 
                
                
                
                
                
             
         
        
            
            
            
                
                Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
 
                
                
                
                
                
             
         
        
            
            
            
                
                Converted some of the newly imported assets from binary to text asset storage format
Not sure why this didn't happen when you guys imported those in the first place since our Unity project is set to enforce text format
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked the terrain generator initialization to properly benchmark in-editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merged my previous commits to the procgen branch
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Improved rock & dirt splat calculation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed splitting/stacking not working properly clientside
 
                
                
                
                
                
             
         
        
            
            
            
                
                Should fix players over-thinking while they're asleep
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Setting the Sky property in TOD_Sun Shafts again
- Removed demo scene assets from SE bloom plugin
 
                
                
                
                
                
             
         
        
            
            
            
                
                Attached fog volume to camera (to render fog)
Chanegd FogVolume so we can access/change fog colour via script
Got rid of horizon white line (will probably present a bunch of other problems)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed sky not being set on sun shafts