128,734 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                -facial animation files (test);
                
                
                
                
             
         
        
            
            
            
                
                Player jump animations (wip)
                
                
                
                
             
         
        
            
            
            
                
                Started working towards replacing old ProtoBuffer implementation with new, slimmer one
                
                
                
                
             
         
        
            
            
            
                
                Fixed dropped items having no fallback model
Fixed client not getting destroyed on code reload (need to revisit this so we can actually edit code while playing)
Ignored .private.0 files and removed a bunch that got committed (goosey!)
                
                
                
                
             
         
        
            
            
            
                
                Can now set convars from the launch options (+server.hostname "My Host Name")
                
                
                
                
             
         
        
            
            
            
                
                Diagnose players apparently not being removed when disconnected + killed
                
                
                
                
             
         
        
            
            
            
                
                Fixed ConsoleWindow singleton never being assigned 
Fixed compiler warnings
                
                
                
                
             
         
        
            
            
            
                
                Fixed player preview camera
                
                
                
                
             
         
        
        
            
            
            
                
                Added text accessor property to loading screen class
Some nicer editor logging for the terrain generator
Was forced to merge
                
                
                
                
             
         
        
            
            
            
                
                -tweaked the walk animations (so they cover more distance);   removed the limp in the run animation
                
                
                
                
             
         
        
            
            
            
                
                Water level ( 0 = not suberged, 0.5 = half submerged, 1.0f = totally under)
Different movement for underwater
Player Animation receives waterlevel variable
Changed ModelState to be non generated class
Added placeholder material for water surface viewed from underneath
Changed Water shader to CCW cull
WaterEffects changes the image effects according to whether the camera's position is underwater
                
                
                
                
             
         
        
        
        
            
            
            
                
                Run garbage collection pre and post terrain generation
                
                
                
                
             
         
        
            
            
            
                
                Added simplex noise class
                
                
                
                
             
         
        
            
            
            
                
                Added terrain noise class
                
                
                
                
             
         
        
            
            
            
                
                Testing some new terrain algorithms
                
                
                
                
             
         
        
        
            
            
            
                
                Changed to Linear color space
                
                
                
                
             
         
        
            
            
            
                
                A few ideas for AI structure
                
                
                
                
             
         
        
        
            
            
            
                
                Daily merge from main branch
                
                
                
                
             
         
        
            
            
            
                
                Made simplex noise code somewhat less ugly
                
                
                
                
             
         
        
            
            
            
                
                Restructured terrain noise code
                
                
                
                
             
         
        
            
            
            
                
                Improved terrain generator (still needs internal testing)
Made spawn handler use simplex noise
                
                
                
                
             
         
        
            
            
            
                
                Removed perlin noise class since it is no longer needed
                
                
                
                
             
         
        
            
            
            
                
                Removed noise parameters from terrain generator since they are now randomized from seed
                
                
                
                
             
         
        
            
            
            
                
                Removed rigidbody from Water prefab - because it doesn't need it and it might fix server perf
                
                
                
                
             
         
        
            
            
            
                
                Revamped effect system to be more user friendly, network properly
Fixed vectors/quaternions not being networked (!)
                
                
                
                
             
         
        
            
            
            
                
                Fixed console command network encoding being fucked
                
                
                
                
             
         
        
            
            
            
                
                Made seed in SeedRandom public
                
                
                
                
             
         
        
            
            
            
                
                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)