128,701 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Sorting out player world model animation
                
                
                
                
             
         
        
            
            
            
                
                I prefer this naming scheme
                
                
                
                
             
         
        
            
            
            
                
                Changed how player angles are received and used
                
                
                
                
             
         
        
            
            
            
                
                Loading screen fixes, cleanup
                
                
                
                
             
         
        
            
            
            
                
                Cleaned up viewmodels, added hammer viewmode, added test map for viewmodels
                
                
                
                
             
         
        
            
            
            
                
                We shouldn't use this hacked billboard fix, when we use billboards I'll implement the fix the correct way (which didn't work before due to the asset bundle system)
                
                
                
                
             
         
        
            
            
            
                
                Fixed some minor but annoying shader warnings
                
                
                
                
             
         
        
            
            
            
                
                Refined viewmodel class to work better with mechanim
Axe viewmodel all working
Melee attack working (probably)
                
                
                
                
             
         
        
            
            
            
                
                Didn't save until I exited
                
                
                
                
             
         
        
            
            
            
                
                Shadow caster shader
Made first person players draw only shadows
                
                
                
                
             
         
        
            
            
            
                
                Fixed shadow caster water conflict, fixed server browser errors
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed shadow caster being visible under certain lighting conditions
                
                
                
                
             
         
        
            
            
            
                
                World object physics are now networked properly (these will probably have to be turned off though)
                
                
                
                
             
         
        
            
            
            
                
                Build the server as a development version
                
                
                
                
             
         
        
            
            
            
                
                Added profiler console commands
                
                
                
                
             
         
        
            
            
            
                
                Clear the position dirty flag!
                
                
                
                
             
         
        
            
            
            
                
                Name skinned mesh parts after their prefab
Don't set network position if it didn't change (perf)
If network debug - draw incoming network messages
Added DDraw.Text
                
                
                
                
             
         
        
            
            
            
                
                Added leave server debug print
                
                
                
                
             
         
        
            
            
            
                
                Build 32bit server - so we can profile 
Fixed router swallowing messages
DDraw screen text 
Added tolerance factor to leaving vis groups - to avoid finding switch seams
Debug screen text - show received global network messages
Tied switching network group with switching player subscription groups
Fixed movement lerping from 0,0,0 on spawn
Moved testlevel to 5,000 units away to test for precision issues/solutions
                
                
                
                
             
         
        
            
            
            
                
                Updated libs for 32bit server
prefab file didn't commit
                
                
                
                
             
         
        
            
            
            
                
                Console system is networked
Refactored some stuff
                
                
                
                
             
         
        
            
            
            
                
                Enable amplify on built skinned meshes
                
                
                
                
             
         
        
            
            
            
                
                Fixed shadow caster getting amplify motion effect
Tweaked amplify motion effect
Tweaked fog settings
Updated AmplifyMotion to latest
                
                
                
                
             
         
        
            
            
            
                
                Left amplify motion in debug mode :S
                
                
                
                
             
         
        
            
            
            
                
                Added stone axe, bolt rifle
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
        
            
            
            
                
                Can now pick up world items
World item menus show properly
World item now run clientside stuff
                
                
                
                
             
         
        
            
            
            
                
                Fixed DDraw errors when shutting down
                
                
                
                
             
         
        
            
            
            
                
                Fixed trees spawning in lakes
Beautified distribution update code
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                deleted old fbx & .meta because of issues overwritting
                
                
                
                
             
         
        
            
            
            
                
                re-uplaoed fbx & .meta file
                
                
                
                
             
         
        
        
        
            
            
            
                
                Handle broken packets better
Handle untimely disconnections better
                
                
                
                
             
         
        
            
            
            
                
                Fixed loading a new mesh for every item (added debug output to verify this)
                
                
                
                
             
         
        
            
            
            
                
                Found out the difference between mesh and sharedMesh
                
                
                
                
             
         
        
        
            
            
            
                
                All tree prefabs with colliders
                
                
                
                
             
         
        
            
            
            
                
                Yo, there's a meta file missing for the hammer materials folder it appears
                
                
                
                
             
         
        
            
            
            
                
                All rock prefabs with colliders
                
                
                
                
             
         
        
            
            
            
                
                Scaled the rocks up to use them as big rocks for the time being
                
                
                
                
             
         
        
            
            
            
                
                Added all trees, bushes and rocks to the procedural test map
                
                
                
                
             
         
        
        
            
            
            
                
                Beautified terrain UVMIX shader code
Put the common code between the add and blend passes in a cginc file
                
                
                
                
             
         
        
            
            
            
                
                -turn in place (left/right);     jump in place (start /midair/land);    prone animations;    swimming/treadwater animations
                
                
                
                
             
         
        
            
            
            
                
                Realm push-popper. So we can tell which realm we're in without relying on #client and #server