33,401 Commits over 4,140 Days - 0.34cph!
Added support for LOD models
Made the water more fucked
Made the blood effect more obvious
Prepared the spawn handler for networking
Was forced to merge
eoka pistol animations ( attack / deploy )
Added script to clear the color buffer in the first frame, after that only clear the depth buffer (see ClearFirstFrame.cs for the purpose of this)
Changed camera prefab far clip plane to 4000
Reverted the procedural scene camera far clip plane to the camera prefab default
Correctly marked Eoka pistol normal maps as normal maps
Where did those come from? I don't think they should be in here
Added ConVarChanged event
Setting bool convar accepts more logical input
Updated DFGUI to latest
Added settings overlay (F2)
Switched Network from Packets to Messages (removed Packet)
- A bit more generic
- Uses Streams instead of Data[]
Changed message to not be derived from Stream. That was a stupid idea.
-tweaked some of the player animations
Added InstanceCounter utility class
Fixed console stuff not being echo'd
Fixed resource_ore_metal prefab name
Fixed light source culling mask warning
Added launcher info to EAC launcher
Added server_bounds prefab
Fixed server nullref error when client disconnect
Added component comments component - allows us to leave comments on prefabs
Server entities should be destoyed using Kill() (!)
Player dies when outside ValidBounds
Entities get removed when outside ValidBounds
Made the test level use a custom water prefab and material so that we could reimport the Unity Standard Assets without breaking everything
Added water to the procedurally generated scene
Fixed water specular highlight in procedurally generated scene
Fixed water specular highlight in test scene
Fixed FindPrefabNames on Windows
Terrain Gen now updates loading screen
Terrain no longer initialized in Awake/Start (setup called from GameSetup/Bootstrap)
Made resource objects networkables (they're not really finished yet but fuck it)
Added Generated map as default
Fixed loading screen not showing for terrain generation
Maybe fixed terrain seed being wrong on client
Disabled server saving for resources for now
Fixed several issues in the resource prefabs
Added ProtoBuffers project
I give up my beloved spaces
You try to get your editors to save UNIX line endings
It's a gentlemen's agreement
This should fix not being able to reconnect to servers after being disconnected
Pass the seed from server to client
Print the seed on generate (debug)
Fixed F2 graphics menu not working on the first click
Updated protocol
More performance tools
Tweaked water, fog
Add Tick/Instance diagnostics
Changed console back to non fixed width font
Enabled profiler in Facepunch (this might fuck us in client)
Items are now destroyed properly when removed
World Items now destroy Item when dead
Player inventory properly destroyed when player object destroyed
ItemInformation is now InstanceCounted (there should be only 1 per item)
Fixed jolty network movements in single player
Fixed overlay being too overlayed
Update server title with current player count
Created proper bush prefabs
Put rocks and bushes on world layer
Added culling at 1000 meters to world layer
Turn water reflections on/off
More profile samples
Fixed performance in SingletonComponent
Handle sending to null group gracefully
Tweaked Tick to be a bit less terrible
Awake should be protected to keep us from accidentally overriding it in a child class without a warning