33,227 Commits over 4,109 Days - 0.34cph!
server_console prefab was BULLSHIT (!)
Server browser functions (incomplete)
Big server browser changes, still pending a lot of stuff, but is functional
Added DroidSandMono - it's a monospaced font for situations where we need one (Roboto don't do one)
Fleshed out steam library further
Didn't save until I exited - empty prefab
Client inventory is now networked
Make Net.IsServer/IsClient proper - they basically return whether we're running a server, or running a client. Will return false if we're doing neither (like if we're in the menu)
Visibilty managers
Visibility Subscribers
Visibility groups
Snapshots on join
Networking now provides own UIDs
WorldItem (and deployable) now spawns, networks properly
Refactoring item system for simplicity
More refactoring - this one breaks everything :)
Refactoring, simplification
Ignore OS X .DS_Store files
Module message (client -> server)
Latest SteamNative.bundle, made everything universal 32 and 64 bit builds to debug the SIGILL issue further
Added a working OS X 64bit build, I'll try to fix the 32bit build next
Moved the Test editor menu item to its own file
Fixed SteamSharp.dll throwing exceptions on 32bit OS X
Added a first set of the new rocks
Linux = all 64bit
Windows Server = all 64bit
Updated protocol version, servers now listed on master server
Dlls from latest steam sdk, Dlls for 64bit win server/client
Capatalized HUD tabs because it looks cool
Server browser tweaks, can join game now
Removed popup console window on client
Fixed server error on invalid prefab drop
Stopped excessive server logging
Smoother player movement
Fixed ClientInit being called multiple times
Lerp the player's positions, updated tickrate
Upped player position rate to 20hz
Override player network rotation with viewangles
Proper clientside rotation lerp
Time of Day update to 2.0.6 prerelease 1
Was forced to merge
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
Fixed oven, cooking
Added burning flag
Added OnItemChanged event for itemmodules to use
A regression happened that meant inventory wasn't being networked properly
Moved protobuffers to their own dll
Entity destroy messages
Tweaked terrain texture import settings
First stab at an improved terrain shader
Initial commit of the procedural stuff
Fixed a bunch of warnings
Forgot to commit the tree prefab with script and collider