244,487 Commits over 3,898 Days - 2.61cph!
save protocol++ (condition system)
Fixed bug in normal atlas gen
Checking in missed textures for the longsleeve tshirt
Renamed some functions, guns now lose condition when fired
added condition vars to a bunch of items
Fixed blend masking shader limits
changes for server to know when broken
Added initial 1st pass TENN-15 ready & run anims (source)
Holding Alt looks behind you
Changed _placeholder normal import settings
Added support for that 9th splat; blend mask is currently disabled due to shader limitations
Added TENN-15 RIg & anim template
Fixed spawn filter of clutter flowers
Fixed lighthouses spawning underwater
Tidying network player up a little bit. Seperate player entities spawning from normal entity spawing.
Added speaker settings to F2 (but Unity doesn't let you switch speaker modes at runtime yet, so they're hidden)
Merged modular procedural generation from main/roads
Protocol++ (network + save)
Made procedural generation fully modular (for exact control over the step order)
Made static decor and monument placement part of the modular procedural generation
Simplified decor system (now only used for dynamic clientside clutter, as it should be)
Documentation updated during deployment build 0de13f14-fafa-4435-89b9-51d27ab41c17.
Documentation updated during deployment build 0de13f14-fafa-4435-89b9-51d27ab41c17.
Possible fixes for webplayer builds.
New dependencies are now removed during web player builds.
Added building privilege notices
Changed holdtypes to better match salvaged axe / icepick weapons
Moved `Build` script to `GameAPI.Unity.DevKit.Editor`.
Added reference to `Facepunch.dll` in `GameAPI.Unity`, ensured `DevKit` scripts are in the same namespace.
Fixed jackets having empty skinned mesh renderers
[ultimate_soldier] Fixed soldier collision resolution.
Updated PlayerModel scene's Terrain game object
Added max depth to PathFinder
Added road and roadside topology
Added loot panels
Fixed not being able to loot player's clothes
Network protocol++
- First pass of custom shader optimisation
Added entries for generated files in `.gitignore`.
Added automatic protobuf code generation.
Revised to previous Salvaged axe vm Idle as it has been overwritten
Added player death anim source
Now using https://github.com/gsscoder/commandline for `GamePackager`, included https://github.com/hultqvist/ProtoBuf binaries.
Updating head file source
- Moved from global EntitySeperator to each entity's Update() moving
- Some other optimisations