19,159 Commits over 4,049 Days - 0.20cph!
Found out the difference between mesh and sharedMesh
Fixed loading a new mesh for every item (added debug output to verify this)
Handle broken packets better
Handle untimely disconnections better
Fixed DDraw errors when shutting down
Can now pick up world items
World item menus show properly
World item now run clientside stuff
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
Added stone axe, bolt rifle
Left amplify motion in debug mode :S
Fixed shadow caster getting amplify motion effect
Tweaked amplify motion effect
Tweaked fog settings
Updated AmplifyMotion to latest
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
No meta files/prefabs in art repo plz