31,132 Commits over 3,897 Days - 0.33cph!
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
Fixed or at the very least reduced some water reflection glitches
Log the correct terrain seed (rather than 0) in edit mode
Fixed server NRE when looting
Merge procgen branch to main branch to test the new procedural terrain generation
Crafting cancelling
Fixed crafting notification placement
Fixed AA toggle not working
Updated TestLevel with terrain
Fixed sky not being set on sun shafts
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)
- Setting the Sky property in TOD_Sun Shafts again
- Removed demo scene assets from SE bloom plugin
Should fix players over-thinking while they're asleep
Fixed splitting/stacking not working properly clientside
Tweaked the terrain generator initialization to properly benchmark in-editor
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
Added item stacking, splitting, merging
GameSetup can define whether you want to load a save or not
-rest of the jogging animations
Arctic biome test scene base.
-tweaked the eoka animations a bit; added some new player jogging animations; (still TODO: jog left/right)
Removed unused effects, moved GUIblur to bottom
Changed linux build options (test)
Adding missing files for Sonic Ether bloom and Colorful
Just added a check on the fog volume toggle
Added water fog volume in test scene, enabled via WaterEffects.cs
- 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
Resource spawns as part of map load, not 5 seconds after
Added Data Tables
Added Network String Pooling
Effects bone name now uses String Pooling
Fixed Axe not working
This should make swimming proper work
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
Changed OnDestroy to OnDisable - because OnDestroy seems to rarely get called
-added the grenade view model with all animations
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 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)
Moving as much Networking stuff as possible out of game code
Fixed console command network encoding being fucked
Revamped effect system to be more user friendly, network properly
Fixed vectors/quaternions not being networked (!)
Removed rigidbody from Water prefab - because it doesn't need it and it might fix server perf
Changed to Linear color space
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
-tweaked the walk animations (so they cover more distance); removed the limp in the run animation
Added text accessor property to loading screen class
Some nicer editor logging for the terrain generator
Was forced to merge