branchrust_reboot/maincancel

31,132 Commits over 3,897 Days - 0.33cph!

11 Years Ago
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
11 Years Ago
Fixed or at the very least reduced some water reflection glitches
11 Years Ago
Log the correct terrain seed (rather than 0) in edit mode
11 Years Ago
Fixed server NRE when looting
11 Years Ago
Merge procgen branch to main branch to test the new procedural terrain generation
11 Years Ago
tweaking water
11 Years Ago
Crafting cancelling Fixed crafting notification placement Fixed AA toggle not working
11 Years Ago
Updated TestLevel with terrain
11 Years Ago
Fixed sky not being set on sun shafts
11 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)
11 Years Ago
- Setting the Sky property in TOD_Sun Shafts again - Removed demo scene assets from SE bloom plugin
11 Years Ago
Should fix players over-thinking while they're asleep
11 Years Ago
Fixed splitting/stacking not working properly clientside
11 Years Ago
Tweaked the terrain generator initialization to properly benchmark in-editor
11 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
11 Years Ago
Fixed compile error
11 Years Ago
Added item stacking, splitting, merging GameSetup can define whether you want to load a save or not
11 Years Ago
-rest of the jogging animations
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
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
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
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
Moving as much Networking stuff as possible out of game code
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
Changed to Linear color space
11 Years Ago
added UI breathe Anim
11 Years Ago
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
11 Years Ago
-tweaked the walk animations (so they cover more distance); removed the limp in the run animation
11 Years Ago
Added text accessor property to loading screen class Some nicer editor logging for the terrain generator Was forced to merge