244,503 Commits over 3,898 Days - 2.61cph!

10 Years Ago
Split albedo+smoothness and normal+height into their components; only at Nature/Terrain/Textures for now Nuked normal+height and normal+height_generated textures and TerrainNormalMap processor tool Modified atlas generator to support the extra textures; still backwards compatible Fixed menu scene and related legacy4 (deprecated) shader to look half decent
10 Years Ago
Removed GetGeneralName
10 Years Ago
Made rocks set their topology additively
10 Years Ago
SpawnFilter can now filter for both allowed and required topology types
10 Years Ago
- Updated collision matrix so Floor is ignored by everything
10 Years Ago
- BaseMovement can now be flagged to check for a floor to fly above - Player is now flagged to check for floors by default, all other entities default to false - Updated model impoort processor to automatically setup anything called "floor_collision" as.... floor collision - Added a couple of temporary meshes used for testing multilevel stuff
10 Years Ago
Final stages of Audio refactor.
10 Years Ago
Fixed gathered resource being awarded to the weapon instead of the player
10 Years Ago
Prep for TENN15 character - Anim controller and prefab
10 Years Ago
Removed debug output
10 Years Ago
Fixed bug with how condition is saved/loaded, leading to wrong condition displayed on client
10 Years Ago
Made summit height value depend on latitude Prevented powerline poles from spawning on road by chance Fixed terrain modifier placement being slightly off
10 Years Ago
Fixed forcing serialization. Fixed entities not resubscribing to groups.
10 Years Ago
added floating city clouds and temp building
10 Years Ago
Added some scattered bushes to the roadside Made PathFinder reuse its visited map
10 Years Ago
Audio refactor mostly done.
10 Years Ago
Fixed entities that exist in level not being destroyed on client or spawned on sever.
10 Years Ago
Added Gibbing (tier0 wall only right now)
10 Years Ago
Fucked off old player classes ready for new improved versions. Entity shit is getting close to being done. Groups now work propely.
10 Years Ago
Updated player wounded fbx
10 Years Ago
Replaced old placeholder path texture with a color adjusted version of the new dirt texture (for now) Applied updated sand texture smoothness, specularity and height to atlas
10 Years Ago
Updated player wounded anim source
10 Years Ago
Added longsleeve tshirt
10 Years Ago
Merge from main
10 Years Ago
Fixed UI voice icon getting stuck on screen
10 Years Ago
Graphics and Controls refactor done, with just Audio remaining.
10 Years Ago
Can repair building blocks with hammer (costs resources)
10 Years Ago
Merge from main
10 Years Ago
- Forced fullscreen mode to dedicated mode - Graphics options list UI is now built at runtime entirely from the enum - Graphics option settings are loaded from disk - Selected options are now highlighted - Made base option classes bettererer
10 Years Ago
Made the weapon code more linear network protocol++
10 Years Ago
Fixed bug in normal atlas gen
10 Years Ago
Merge from main
10 Years Ago
Improved path cost calculation and path smoothing Added the appropriate topology modifiers to land rock decorfor paths to avoid them
10 Years Ago
Merge branch 'tempZombies'
10 Years Ago
Generated files are now ignored.
10 Years Ago
Removed generated ProtoBuf files.
10 Years Ago
Committing so I can switch branches.
10 Years Ago
Fixed terrain texture flicker/artifacts on legacy terrain shader
10 Years Ago
Fixed array index error in AmbienceManager
10 Years Ago
Merge branch 'master' into sandboxing
10 Years Ago
Removed reference to `CommandLine.dll` in `GamePackager`.
10 Years Ago
Fixed assembly references being incorrectly generated for `GamePackager.exe` when the premake script generates VS project files for games.
10 Years Ago
Fixed some server NREs
10 Years Ago
Fixed TerrainMap.ApplyFilter flooring the upper bound Moved coordinate normalization utility methods to TerrainMeta Exposed bridge height level in TerrainPath
10 Years Ago
Merge from main
10 Years Ago
merge into main : minor rebalance of condition melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore melee tools now gather resources faster if it's the 'right type' p.s. may have broken game & suck at plastic
10 Years Ago
removed log, oops
10 Years Ago
merge into main : minor rebalance of condition melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore melee tools now gather resources faster if it's the 'right type' p.s. may have broken game
10 Years Ago
missing file
10 Years Ago
minor rebalance of condition melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore melee tools now gather resources faster if it's the 'right type' p.s. may have broken game