110,877 Commits over 3,897 Days - 1.19cph!
Updated libs for 32bit server
prefab file didn't commit
Build 32bit server - so we can profile
Fixed router swallowing messages
DDraw screen text
Added tolerance factor to leaving vis groups - to avoid finding switch seams
Debug screen text - show received global network messages
Tied switching network group with switching player subscription groups
Fixed movement lerping from 0,0,0 on spawn
Moved testlevel to 5,000 units away to test for precision issues/solutions
Added leave server debug print
Name skinned mesh parts after their prefab
Don't set network position if it didn't change (perf)
If network debug - draw incoming network messages
Added DDraw.Text
Clear the position dirty flag!
Added profiler console commands
Build the server as a development version
World object physics are now networked properly (these will probably have to be turned off though)
Fixed shadow caster being visible under certain lighting conditions
Fixed shadow caster water conflict, fixed server browser errors
Shadow caster shader
Made first person players draw only shadows
Didn't save until I exited
Refined viewmodel class to work better with mechanim
Axe viewmodel all working
Melee attack working (probably)
Fixed some minor but annoying shader warnings
We shouldn't use this hacked billboard fix, when we use billboards I'll implement the fix the correct way (which didn't work before due to the asset bundle system)
Cleaned up viewmodels, added hammer viewmode, added test map for viewmodels
Loading screen fixes, cleanup
Changed how player angles are received and used
I prefer this naming scheme
Sorting out player world model animation
HistoricVector, HistoricQuaternion - history lerping storage
Added clothing prefabs
Added pixelate shader
Added player skin textures
Added skinned multi mesh
Added player animation controller (placeholder)
Added player animations
Added first draft of grass and threading to the procedural terrain generation
Enhanced the seed based random number generator
Terrain grass mesh textures
Parallel.For utility class
Fixed warning regarding "global" class name conflict if referenced in code
Limit fps on dedicated server (to 60)
Send spawn message to visibility group - not to everyone
Organise received network entities
Fixed entity position lerp from 0,0,0 on enter pvs
hid some variables
Fixed fire not switching on when entering pvs
Unsubscribe from network messages when entity leaves PVS
Network visibility for testing
- This is going to get a cleanup tomorrow
- Maybe moving some of the more generic stuff into Facepunch.dll
Enabled fog, Added Ranged SSAO, Added dev texture
Added ores and wood piles to the spawn handler
Forgot to commit the tree prefab with script and collider
Fixed a bunch of warnings
Initial commit of the procedural stuff
First stab at an improved terrain shader
Tweaked terrain texture import settings
Moved protobuffers to their own dll
Entity destroy messages
A regression happened that meant inventory wasn't being networked properly
Fixed oven, cooking
Added burning flag
Added OnItemChanged event for itemmodules to use
Added shadow softener for evaluation, for deferred rendering it is simply enabled by dropping the files in - to disable it simply remove the files
The way this works is that hard shadows are being softened by shadow softener, soft shadows are being softened by both shadow softener and the Unity softening algorithm
Adjusted the quality settings accordingly to only use hard shadows (i.e. shadow softener) to see if it looks good, we could add the Unity softening for high quality settings if we wanted to
Configuring shadow softener is done by defines in the shader include file ShadowSoftenerConfig.cginc, it uses the default values for now
Cool features of shadow softener are for example soft point light shadows and less dithering due to PCF
Time of Day update to 2.0.6 prerelease 1
Was forced to merge
Proper clientside rotation lerp