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6,606 Commits over 2,192 Days - 0.13cph!

12 Years Ago
Added clothing prefabs Added pixelate shader Added player skin textures Added skinned multi mesh Added player animation controller (placeholder) Added player animations
12 Years Ago
HistoricVector, HistoricQuaternion - history lerping storage
12 Years Ago
Sorting out player world model animation
12 Years Ago
I prefer this naming scheme
12 Years Ago
Changed how player angles are received and used
12 Years Ago
Loading screen fixes, cleanup
12 Years Ago
Cleaned up viewmodels, added hammer viewmode, added test map for viewmodels
12 Years Ago
Refined viewmodel class to work better with mechanim Axe viewmodel all working Melee attack working (probably)
12 Years Ago
Didn't save until I exited
12 Years Ago
Shadow caster shader Made first person players draw only shadows
12 Years Ago
Fixed shadow caster water conflict, fixed server browser errors
12 Years Ago
Cleaning up
12 Years Ago
Fixed shadow caster being visible under certain lighting conditions
12 Years Ago
World object physics are now networked properly (these will probably have to be turned off though)
12 Years Ago
Build the server as a development version
12 Years Ago
Added profiler console commands
12 Years Ago
Clear the position dirty flag!
12 Years Ago
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
12 Years Ago
Added leave server debug print
12 Years Ago
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
12 Years Ago
Updated libs for 32bit server prefab file didn't commit
12 Years Ago
Console system is networked Refactored some stuff
12 Years Ago
Enable amplify on built skinned meshes
12 Years Ago
Fixed shadow caster getting amplify motion effect Tweaked amplify motion effect Tweaked fog settings Updated AmplifyMotion to latest
12 Years Ago
Left amplify motion in debug mode :S
12 Years Ago
Added stone axe, bolt rifle
12 Years Ago
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
12 Years Ago
Removed debug
12 Years Ago
Can now pick up world items World item menus show properly World item now run clientside stuff
12 Years Ago
Fixed DDraw errors when shutting down
12 Years Ago
Fixed server compile
12 Years Ago
Profiling bullshit
12 Years Ago
Handle broken packets better Handle untimely disconnections better
12 Years Ago
Fixed loading a new mesh for every item (added debug output to verify this)
12 Years Ago
Found out the difference between mesh and sharedMesh
12 Years Ago
net.debug off by default
12 Years Ago
This might fix it
12 Years Ago
Realm push-popper. So we can tell which realm we're in without relying on #client and #server
12 Years Ago
Network messages for trace attack and effects Server, handle messages being sent when server shutting down Server muted connection - for prediction culling Networked effects Item Container/Items can now get their player owner Melee attack now sent to server (does nothing yet) Split HitTest from HitInfo Made FindClientsideEntity shared, renamed to Find Added Attack class Added Effects class Added ServerEffects class
12 Years Ago
Added TakeDamage item module Made campfire/wooden box destroyable
12 Years Ago
Smashed up shit now drops contents
12 Years Ago
resource harvesting basics map-included entity spawning should work
12 Years Ago
Added new layers Added GameTrace - which is like the normal physics ray trace, but also asks hit objects to test themselves (this allows us to have sub-collision schemes, like hitboxes) Removed Attack class HitInfo now stores Transform bones Added Blood effect Added player collision Added Hit Sphere collision scheme (testing feasibility) Added collision_setup prefab - this allows us to have a central place to set up collision masks in game instead of code Added MathLibrary - which might be overkill because I'm only using one function, although if it means we don't have to write our own.. all the better.
12 Years Ago
Fix compile error
12 Years Ago
Cleaning up
12 Years Ago
Metabolism take damage
12 Years Ago
Metabolism now syncs properly Added vitals on hud (placeholder) Added TriggerBase, TriggerHurt (testing) Serverside player colliders
12 Years Ago
Player ground mask
12 Years Ago
Health UI More specific layers More CollisionSettings.* Fixed Axe viewmodel not showing up
12 Years Ago
Damage Indicator (wip)