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110,898 Commits over 3,897 Days - 1.19cph!

11 Years Ago
Send spawn message to visibility group - not to everyone
11 Years Ago
Organise received network entities
11 Years Ago
Fixed entity position lerp from 0,0,0 on enter pvs hid some variables Fixed fire not switching on when entering pvs
11 Years Ago
Unsubscribe from network messages when entity leaves PVS
11 Years Ago
Missed
11 Years Ago
Network visibility for testing - This is going to get a cleanup tomorrow - Maybe moving some of the more generic stuff into Facepunch.dll
11 Years Ago
Enabled fog, Added Ranged SSAO, Added dev texture
11 Years Ago
Added ores and wood piles to the spawn handler
11 Years Ago
Forgot to commit the tree prefab with script and collider
11 Years Ago
Fixed a bunch of warnings
11 Years Ago
Initial commit of the procedural stuff
11 Years Ago
First stab at an improved terrain shader
11 Years Ago
Tweaked terrain texture import settings
11 Years Ago
Moved protobuffers to their own dll Entity destroy messages
11 Years Ago
A regression happened that meant inventory wasn't being networked properly
11 Years Ago
Client fixes
11 Years Ago
Fixed oven, cooking Added burning flag Added OnItemChanged event for itemmodules to use
11 Years Ago
Fixed client errors
11 Years Ago
Added shadow softener for evaluation, for deferred rendering it is simply enabled by dropping the files in - to disable it simply remove the files The way this works is that hard shadows are being softened by shadow softener, soft shadows are being softened by both shadow softener and the Unity softening algorithm Adjusted the quality settings accordingly to only use hard shadows (i.e. shadow softener) to see if it looks good, we could add the Unity softening for high quality settings if we wanted to Configuring shadow softener is done by defines in the shader include file ShadowSoftenerConfig.cginc, it uses the default values for now Cool features of shadow softener are for example soft point light shadows and less dithering due to PCF
11 Years Ago
Time of Day update to 2.0.6 prerelease 1 Was forced to merge
11 Years Ago
Proper clientside rotation lerp
11 Years Ago
Override player network rotation with viewangles
11 Years Ago
Upped player position rate to 20hz
11 Years Ago
Lerp the player's positions, updated tickrate
11 Years Ago
Smoother player movement Fixed ClientInit being called multiple times
11 Years Ago
Removed popup console window on client Fixed server error on invalid prefab drop Stopped excessive server logging
11 Years Ago
Didnt' save
11 Years Ago
Server browser tweaks, can join game now
11 Years Ago
Capatalized HUD tabs because it looks cool
11 Years Ago
Dlls from latest steam sdk, Dlls for 64bit win server/client
11 Years Ago
Updated native lib
11 Years Ago
64bit steam plugin
11 Years Ago
64bit steam plugin
11 Years Ago
Updated protocol version, servers now listed on master server
11 Years Ago
Protocol roll
11 Years Ago
Linux = all 64bit Windows Server = all 64bit
11 Years Ago
OSX is 64bit
11 Years Ago
Added a first set of the new rocks
11 Years Ago
Fixed SteamSharp.dll throwing exceptions on 32bit OS X
11 Years Ago
Added a working OS X 64bit build, I'll try to fix the 32bit build next Moved the Test editor menu item to its own file
11 Years Ago
Latest SteamNative.bundle, made everything universal 32 and 64 bit builds to debug the SIGILL issue further
11 Years Ago
Module message (client -> server)
11 Years Ago
Ignore OS X .DS_Store files
11 Years Ago
Refactoring, simplification
11 Years Ago
More refactoring - this one breaks everything :)
11 Years Ago
Refactoring item system for simplicity
11 Years Ago
WorldItem (and deployable) now spawns, networks properly
11 Years Ago
Networking now provides own UIDs
11 Years Ago
Visibilty managers Visibility Subscribers Visibility groups Snapshots on join
11 Years Ago
Client inventory is now networked Make Net.IsServer/IsClient proper - they basically return whether we're running a server, or running a client. Will return false if we're doing neither (like if we're in the menu)