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110,890 Commits over 3,897 Days - 1.19cph!

11 Years Ago
Increased mountain noise amplitude to reduce probability of flatland worlds
11 Years Ago
Daily merge from main branch
11 Years Ago
Arctic biome test scene base.
11 Years Ago
-tweaked the eoka animations a bit; added some new player jogging animations; (still TODO: jog left/right)
11 Years Ago
Removed unused effects, moved GUIblur to bottom
11 Years Ago
Changed linux build options (test)
11 Years Ago
Adding missing files for Sonic Ether bloom and Colorful
11 Years Ago
Just added a check on the fog volume toggle
11 Years Ago
Added water fog volume in test scene, enabled via WaterEffects.cs
11 Years Ago
- 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
11 Years Ago
Added forest density parameter to spawn handler Tweaked spawn handler forest noise
11 Years Ago
Merge from main branch (again)
11 Years Ago
Merge from main branch
11 Years Ago
Fixed ds compile error
11 Years Ago
Debug camera
11 Years Ago
Resource spawns as part of map load, not 5 seconds after
11 Years Ago
Added LinearFog effect
11 Years Ago
Major terrain generator improvements (still needs internal testing)
11 Years Ago
Changed default water level to always be at world height 0 Made splat map calculation favor sand texture a lot more if underwater
11 Years Ago
EAC launcher fixes
11 Years Ago
Added Data Tables Added Network String Pooling Effects bone name now uses String Pooling Fixed Axe not working
11 Years Ago
Undid garbage collection run in terrain generator since main branch added this as well
11 Years Ago
Daily merge from main branch
11 Years Ago
EAC launcher update
11 Years Ago
This should make swimming proper work
11 Years Ago
Fixed NRE in Reject
11 Years Ago
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
11 Years Ago
Changed OnDestroy to OnDisable - because OnDestroy seems to rarely get called
11 Years Ago
-added the grenade view model with all animations
11 Years Ago
Error prevention
11 Years Ago
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
11 Years Ago
- 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)
11 Years Ago
Tweaked some calculations in TerrainNoise for further testing
11 Years Ago
Moving as much Networking stuff as possible out of game code
11 Years Ago
Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")
11 Years Ago
Made seed in SeedRandom public
11 Years Ago
Fixed console command network encoding being fucked
11 Years Ago
Revamped effect system to be more user friendly, network properly Fixed vectors/quaternions not being networked (!)
11 Years Ago
Removed rigidbody from Water prefab - because it doesn't need it and it might fix server perf
11 Years Ago
Removed noise parameters from terrain generator since they are now randomized from seed
11 Years Ago
Removed perlin noise class since it is no longer needed
11 Years Ago
Improved terrain generator (still needs internal testing) Made spawn handler use simplex noise
11 Years Ago
Restructured terrain noise code
11 Years Ago
Made simplex noise code somewhat less ugly
11 Years Ago
Daily merge from main branch
11 Years Ago
AI test scene
11 Years Ago
A few ideas for AI structure
11 Years Ago
Changed to Linear color space
11 Years Ago
AI skeleton
11 Years Ago
Testing some new terrain algorithms