5,292 Commits over 2,345 Days - 0.09cph!
Enable amplify on built skinned meshes
Console system is networked
Refactored some stuff
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)
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
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
Fixed a bunch of warnings
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
Proper clientside rotation lerp
Override player network rotation with viewangles
Upped player position rate to 20hz
Lerp the player's positions, updated tickrate
Smoother player movement
Fixed ClientInit being called multiple times
Removed popup console window on client
Fixed server error on invalid prefab drop
Stopped excessive server logging
Server browser tweaks, can join game now
Capatalized HUD tabs because it looks cool
Dlls from latest steam sdk, Dlls for 64bit win server/client