33,930 Commits over 4,171 Days - 0.34cph!
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
Moving as much Networking stuff as possible out of game code
- 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
Added Data Tables
Added Network String Pooling
Effects bone name now uses String Pooling
Fixed Axe not working
Resource spawns as part of map load, not 5 seconds after
- 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
Added water fog volume in test scene, enabled via WaterEffects.cs
Just added a check on the fog volume toggle
Adding missing files for Sonic Ether bloom and Colorful
Changed linux build options (test)
Removed unused effects, moved GUIblur to bottom
-tweaked the eoka animations a bit; added some new player jogging animations; (still TODO: jog left/right)
Arctic biome test scene base.
-rest of the jogging animations
Added item stacking, splitting, merging
GameSetup can define whether you want to load a save or not
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
Tweaked the terrain generator initialization to properly benchmark in-editor
Fixed splitting/stacking not working properly clientside
Should fix players over-thinking while they're asleep
- Setting the Sky property in TOD_Sun Shafts again
- Removed demo scene assets from SE bloom plugin
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)
Fixed sky not being set on sun shafts
Updated TestLevel with terrain
Crafting cancelling
Fixed crafting notification placement
Fixed AA toggle not working
Merge procgen branch to main branch to test the new procedural terrain generation
Fixed server NRE when looting
Log the correct terrain seed (rather than 0) in edit mode
Fixed or at the very least reduced some water reflection glitches
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
Made the sky dome use our own prefab the way the water does
I don't like modifying prefabs in the third party folder
Player Model - hold type, and world model
Added GameManager.CreatePrefabInactive
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