110,878 Commits over 3,897 Days - 1.19cph!
-tweaked some of the player animations
Changed message to not be derived from Stream. That was a stupid idea.
Switched Network from Packets to Messages (removed Packet)
- A bit more generic
- Uses Streams instead of Data[]
Added ConVarChanged event
Setting bool convar accepts more logical input
Updated DFGUI to latest
Added settings overlay (F2)
Where did those come from? I don't think they should be in here
Correctly marked Eoka pistol normal maps as normal maps
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
eoka pistol animations ( attack / deploy )
Prepared the spawn handler for networking
Was forced to merge
Added support for LOD models
Made the water more fucked
Made the blood effect more obvious
Made the spawn handler load all its prefabs from the resources folder
Made the spawn handler use the new singleton base class
Improved singleton base class
Don't re-load the HUD when running the HUD level through GameSetup
Added player preview to the inventory menu
Added CameraEx (modifys the ambient light rendering for camera)
Added SingletonComponent MonoBehaviour base
Use spawn handler spawn points in levels that allow it
Added item module, wearable
Added red jacket
Added clothes textures
Wearables now get networked to other players
Can add stuff to wearables section of HUD
Should rebuild model on clothes swap
Added debug third person mode (F3)
Switching to different protobuf library (test)
Network messaging evolving to reduce gc, increase flexibility
Fixed normal mapping
Optimized fade value calculation
Added blend offset parameter
Added terrain tangent equation
Time of Day update to 2.0.7
TerrainUV frac call is no longer needed, so let's save those instructions
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin
Major texture mapping quality improvements
-last of the prone animations;
Moved all benchmarking to TerrainGenerator
Added BENCHMARK ifdefs to TerrainGenerator
Multiple tweaks and fixes for TerrainBlend
Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays
Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
Mesh blend shader tweaks and fixes
Fixed splat UV calculations
Added spawnpoints (temporary)
Made Sleeping player movement better
Added crafting logic
Added crafting UI
Added player respawning after death
Fixed player feet offset stupidness
Fixed network group not reconfiguring when spawning into sleeper
Fixed position smoothing being fucked in low fps
Undone fall logic
Mesh blend shader cleanup
updated viewmodel scene with rock anim
added rock viewmodel, clips, & anim controller
Oops, left in some debug, fixed
Copy EAC files over on build
Compile the clients to RustClient
Player state
Sleep animation rules
Player animation optimizations
- only animate when visible
- only set position when changing position
Fixed error in Trigger hurt, when objects get removed while triggering
Made everything use the new terrain math class
Parallelized the normal map generation of terrain blend
Fixed that the terrain blend initialization would run twice
Reordered the terrain data instance setup of the procedural terrain generation since it's slightly faster that way
Fixed loading saves in singleplayer
Class for all the thread safe terrain math I had to implement
Hopefully all of this will be part of the Unity terrain system one day