244,582 Commits over 3,898 Days - 2.61cph!
[zombies] survivor holds hammer while moving/waiting to build
If sever running -insecure then also run VAC insecure
If VAC banned or EAC disabled only show insecure servers
Fixed accidentally renaming sleeping bags to eeeeeeeeeeeeeeeeeee
Can assign your sleeping bag to a friend or someone on the server
Network protocol++
Updated rocks to the new weathered system.
Working on the persistence system still. Almost there.
[zombies] survivor doesnt block self when moving to build
Merge branch 'master' of arcade
Merged all lighting models into a single one with toggable parts
Re-enabled some features in std rust shader
updated TENN forehand stretch
Added test river mesh material
Made terrain raycasting optional
Two sided STs to test backlighting
Added backhand volley to TENN controller
Got most of the base player networing updated.
Assemblies loaded by GameHost are now strongly signed.
Added occlusion awareness to wetness
added test_court gameplay courts to unity and set up shaders. Added water jet shader to test court. Started on test_court 3ds max scene
Fixed shader typo causing grayscale albedo in wetness
Now using strongly named builds of `Pngcs.dll` and `Mp3Sharp.dll`.
Added rules in premake script to sign various assemblies.
Directional damage indicator
Fixed death screen background
Fixed testlevel terrain not showing properly
Fixed menu scene and a few other terrain mats; added back 4-layer terrain shader temporarily until menuscene gets remade
Moved horizon fade env refl occlusion into RustPBSLighting to save ALU
Traded detail spec map for occlusion map; also affects env refl occlusion
Swapped rust std shader wetness order to be after particle accum
Improved shader parity with original std shader
Autospawn decor rock tweaks.
Working on strongly naming assemblies loaded by the game host process.
Added delta modifier methods to the terrain height map (mostly for rivers)
Cleaned up some terrain map code
Buncha mats, and some cleanup.
Added TENN backhand volleys & .meta
Added river water mesh generation (WIP)
Fixed neon green clovers.
Fixed pixel offset shift on TerrainSplatMap apply