7,315 Commits over 2,345 Days - 0.13cph!
I think this bit of bullshit in the error reporting is crashing Linux
Added grass layer
Grass uses later of spawner object
Grass no longer rendered in reflection
Tweaked grass
- Added vertex coloring
- Color fading between splats
- Color randomness
- Wind based on color (encourage blade seperation)
- Grows 2 meters underwater
- grass atlas is now greyscale
Replacing menu with HTML Menu
Grass randomizer
http://files.facepunch.com/garry/2014/May/29/1401374821.jpg
http://files.facepunch.com/garry/2014/May/29/1401374860.jpg
Defer digestion, update @ 20fps (prevents server refresh lag)
Hide the in game UI when in game (for now)
Non functional disconnect button
Re-implemented translations again
Fixed cursor not hiding (again)
Added simulate buttons to debug
Added connection status feedback (todo)
Show loading screen when connected, instead of when starting to connect
Don't refresh servers until we open the page
Steam Sharp - handle steam not being open without crashing
Updated steam native dlls
Fixed menu screen not closing when in game
Removed now apparently unused menu.html
removed hardcoded development class
Cursor managment from HTML (cursor will show if any element with .needcursor is visible)
Fixed glue.on not getting arguments
renamed glue.call to glue.trigger (to avoid confusion)
added $rootscope.global object - which is set by the game on startup
server queries use server_protocol from game
game now hides menu element where appropriate
Joining server is now working
Added language picker
Added selected server popup
Removed global gutter padding (this should be done on a screen by screen)
Server join button
Localization
Querying Lan/Friends/History
Better error logging. I'm going to stop fucking around with this now.
Removed testing variable (use BODY.development instead)
Placeholder background when not in game
Re-implemented localization
Updated console system to address Andre's OCD with global
No error logging/reporting in editor
Pass last exception to sentry
Moved OutputHandler to Facepunch.Output
less shit stack trace in errors
Save memory by setting up voice data on demand, instead of allocating buffers for each player object
Error logger - always generate our own stacktrace
Added stacktest command
Added further checks to client.connect
Only send errors once
Properly complete the stack trace if it's missing
Fixed bow viewmodel prefab creating errors
Fixed editor errors when running client only
Error logger, add current dll timestamp
Enabled read/write on terrain textures - which apparently fixes the "Failed to get pixels of splat texture" error
Fixed client "same key already exists in the dictionary" with string pooling
Use software HTML rendering. Which is a shitload faster for some reason!