129,643 Commits over 4,140 Days - 1.30cph!
Updated TestLevel with terrain
Daily merge from main branch
Crafting cancelling
Fixed crafting notification placement
Fixed AA toggle not working
Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
Protocol increment on the procgen branch
Merge procgen branch to main branch to test the new procedural terrain generation
Fixed server NRE when looting
Log the correct terrain seed (rather than 0) in edit mode
Fixed or at the very least reduced some water reflection glitches
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
Made the sky dome use our own prefab the way the water does
I don't like modifying prefabs in the third party folder
Player Model - hold type, and world model
Added GameManager.CreatePrefabInactive
Viewmodel is hidden in 3rd person mode
Worldmodel is hidden in 1st person mode
Attack anim in 3rd person
ModelState is now networked
Attack anims are networked
Switched more classes to the new proto system
Network grid was stupid on TestLevel
Fixed player model state not being networked
-half of the revolver animations
Fixed string pooling being insanely broken
Fixed Effects that are attached to bones being broken
Changed particle stuff to `effects` - now spawns audio too
Added placeholder sounds to generic hit, blood hit, rock swing
- Added new LUT textures for color grading
associated with the old bow view model. Causing issues.
added new bow view model anims, meta clips & initial controller
Implemented Jog animations
Fixed objects getting removed
-checking in the rest of the revolver animations; made some improvements to the bolt rifle animations; added .wav files for the bolt action ( I just need to get them to play in unity properly..)
Fixed broken player collision
Refactored string pool so it works when not connected to a server
Player animations now predicted properly
Added desert rocks
Added prefabs for camera particle FX
Randomize seed up to int.MaxValue instead of uint.MaxValue to be able to safely do things like seed*x or seed+x
I think 2 billion different maps should be enough
Added some vector utility methods in 2D space
Fixed long pause on joining singleplayer game
Various effect/bone/string pooling fixes
Replaced old protobuf implementation. Oh god this is a lot of code change.
Tweaked overlay, chat
Fixed sound length not counting delay
Fixed effect position spawn
Updated native steam library
-made some improvements to the jog animations
Initial commit of the new grass system (unfinished / internal testing)
Initial commit of the new detail system (unfinished / internal testing)