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105,844 Commits over 3,806 Days - 1.16cph!

10 Years Ago
Fixed long pause on joining singleplayer game
10 Years Ago
Added some vector utility methods in 2D space
10 Years Ago
Randomize seed up to int.MaxValue instead of uint.MaxValue to be able to safely do things like seed*x or seed+x I think 2 billion different maps should be enough
10 Years Ago
Added desert rocks Added prefabs for camera particle FX
10 Years Ago
Rolling the protocol
10 Years Ago
Refactored string pool so it works when not connected to a server Player animations now predicted properly
10 Years Ago
Fixed broken player collision
10 Years Ago
10 Years Ago
prefab for the revolver.
10 Years Ago
-checking in the rest of the revolver animations; made some improvements to the bolt rifle animations; added .wav files for the bolt action ( I just need to get them to play in unity properly..)
10 Years Ago
Fixed console spam
10 Years Ago
10 Years Ago
Fixed objects getting removed
10 Years Ago
Implemented Jog animations
10 Years Ago
Footsteps test
10 Years Ago
added new bow view model anims, meta clips & initial controller
10 Years Ago
associated with the old bow view model. Causing issues.
10 Years Ago
- Added new LUT textures for color grading
10 Years Ago
Changed particle stuff to `effects` - now spawns audio too Added placeholder sounds to generic hit, blood hit, rock swing
10 Years Ago
Fixed string pooling being insanely broken Fixed Effects that are attached to bones being broken
10 Years Ago
-half of the revolver animations
10 Years Ago
Fixed player model state not being networked
10 Years Ago
Network grid was stupid on TestLevel
10 Years Ago
Fixed beltbar errors
10 Years Ago
Viewmodel is hidden in 3rd person mode Worldmodel is hidden in 1st person mode Attack anim in 3rd person ModelState is now networked Attack anims are networked Switched more classes to the new proto system
10 Years Ago
Bad merge here
10 Years Ago
Player Model - hold type, and world model Added GameManager.CreatePrefabInactive
10 Years Ago
Made the sky dome use our own prefab the way the water does I don't like modifying prefabs in the third party folder
10 Years Ago
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
10 Years Ago
Fixed or at the very least reduced some water reflection glitches
10 Years Ago
Log the correct terrain seed (rather than 0) in edit mode
10 Years Ago
Fixed server NRE when looting
10 Years Ago
Merge procgen branch to main branch to test the new procedural terrain generation
10 Years Ago
Protocol increment on the procgen branch
10 Years Ago
tweaking water
10 Years Ago
Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
10 Years Ago
Crafting cancelling Fixed crafting notification placement Fixed AA toggle not working
10 Years Ago
Daily merge from main branch
10 Years Ago
Updated TestLevel with terrain
10 Years Ago
Fixed sky not being set on sun shafts
10 Years Ago
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)
10 Years Ago
- Setting the Sky property in TOD_Sun Shafts again - Removed demo scene assets from SE bloom plugin
10 Years Ago
Should fix players over-thinking while they're asleep
10 Years Ago
Fixed splitting/stacking not working properly clientside
10 Years Ago
Improved rock & dirt splat calculation
10 Years Ago
This broke on merge
10 Years Ago
Merged my previous commits to the procgen branch
10 Years Ago
Tweaked the terrain generator initialization to properly benchmark in-editor
10 Years Ago
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
10 Years Ago
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency