244,583 Commits over 3,898 Days - 2.61cph!
Finished basic networking framework.
Removed some unwanted underwater snow
- More weapon, item and dual wielding changes/fixes/improvements
- Monster themed arena rough test level
Fixed a warning (unused variable)
Fixed the occasional bridge rotation weirdness
Added Interior.proto
Switched to forward rendering
Fixed magazine loading null values
Updated game manifest
Protocol++ (network + save)
Tweaked arid forest frequency and size
Fixed disconnect error and updated rust lib
Removed Unity 4 installation requirement from the premake script, added `pdb2mdb.exe` to `Resources`.
More Lidgren networking implementation.
Holding shot button charges shot power
Tweaked rock prefabs to push them slightly further into the ground
Made sure everything compiles, moved networking protobuf files.
Tweaked bridge prefab to push it slightly further out of the ground
Splat improvements
Remove snow from paths
Tweaked the scale range of some river rocks
Made paths and rivers store height values when assembling the point lists
Doubled river vertex density
Increased maximum river trace distance
Some refactoring and cleanup
Renamed elevation to altitude in atmosblend, for consistency
Wetness masks now optional in std shader's wet layer to free up samplers
Made terrain an optional std shader layer, now more centralized
Added useful std layers to relevant std shaders
Added directional fade to terrain-blend shader where mesh and terrain normals converge
Added speed tree asset cleanup tool "Tools/Cleanup/SpeeTree Cleanup"
Added some dirty dodgy menu and UI shit.
Merge branch 'master' into net-lidgren
Fleshed out networking interfaces.
Fixed some player spawns being inland
Fixed beachside trees spawning forestside
[zombies] when they cant reach position, zombies attack part of the blocking wall instead
Added placeholder object to river sources
Fixed some decor not properly aligning to normal by default
Prevent rivers from crossing each other
Fixed dynamic infuence maps not updating properly
improve the bear animations (attacks / walks/ runs)