33,227 Commits over 4,109 Days - 0.34cph!
Added ores and wood piles to the spawn handler
Enabled fog, Added Ranged SSAO, Added dev texture
Network visibility for testing
- This is going to get a cleanup tomorrow
- Maybe moving some of the more generic stuff into Facepunch.dll
Unsubscribe from network messages when entity leaves PVS
Fixed entity position lerp from 0,0,0 on enter pvs
hid some variables
Fixed fire not switching on when entering pvs
Organise received network entities
Send spawn message to visibility group - not to everyone
Limit fps on dedicated server (to 60)
Fixed warning regarding "global" class name conflict if referenced in code
Parallel.For utility class
Terrain grass mesh textures
Enhanced the seed based random number generator
Added first draft of grass and threading to the procedural terrain generation
Added clothing prefabs
Added pixelate shader
Added player skin textures
Added skinned multi mesh
Added player animation controller (placeholder)
Added player animations
HistoricVector, HistoricQuaternion - history lerping storage
Sorting out player world model animation
I prefer this naming scheme
Changed how player angles are received and used
Loading screen fixes, cleanup
Cleaned up viewmodels, added hammer viewmode, added test map for viewmodels
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)
Fixed some minor but annoying shader warnings
Refined viewmodel class to work better with mechanim
Axe viewmodel all working
Melee attack working (probably)
Didn't save until I exited
Shadow caster shader
Made first person players draw only shadows
Fixed shadow caster water conflict, fixed server browser errors
Fixed shadow caster being visible under certain lighting conditions
World object physics are now networked properly (these will probably have to be turned off though)
Build the server as a development version
Added profiler console commands
Clear the position dirty flag!
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
Added leave server debug print
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
Updated libs for 32bit server
prefab file didn't commit
Console system is networked
Refactored some stuff
Enable amplify on built skinned meshes
Fixed shadow caster getting amplify motion effect
Tweaked amplify motion effect
Tweaked fog settings
Updated AmplifyMotion to latest
Left amplify motion in debug mode :S
Added stone axe, bolt rifle
Split procedural terrain generation into multiple files
Made splatmap generation thread safe and parallelized it
Enhanced calculation of the detail object distribution
Added possibility to add detail types for any splat value
Added forest placement based on perlin noise to spawn handler
Made terrain generation seed static
Restructured and optimized some code
hatchet now uses an attack -> HIT -> play anotehr animation model
hatchet now `strikes` based on an animation event
Added animation events class
Added DiDHit to HitInfo
Can now pick up world items
World item menus show properly
World item now run clientside stuff
Fixed DDraw errors when shutting down
Fixed trees spawning in lakes
Beautified distribution update code
Made procedural terrain generation somewhat async and moved it into a coroutine
Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
deleted old fbx & .meta because of issues overwritting