108,603 Commits over 3,867 Days - 1.17cph!
Initial commit of the new detail system (unfinished / internal testing)
Initial commit of the new grass system (unfinished / internal testing)
-made some improvements to the jog animations
Updated native steam library
Fixed effect position spawn
Fixed sound length not counting delay
Replaced old protobuf implementation. Oh god this is a lot of code change.
Tweaked overlay, chat
Various effect/bone/string pooling fixes
Fixed long pause on joining singleplayer game
Added some vector utility methods in 2D space
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 desert rocks
Added prefabs for camera particle FX
Refactored string pool so it works when not connected to a server
Player animations now predicted properly
Fixed broken player collision
-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 objects getting removed
Implemented Jog animations
added new bow view model anims, meta clips & initial controller
associated with the old bow view model. Causing issues.
- Added new LUT textures for color grading
Changed particle stuff to `effects` - now spawns audio too
Added placeholder sounds to generic hit, blood hit, rock swing
Fixed string pooling being insanely broken
Fixed Effects that are attached to bones being broken
-half of the revolver animations
Fixed player model state not being networked
Network grid was stupid on TestLevel
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
Player Model - hold type, and world model
Added GameManager.CreatePrefabInactive
Made the sky dome use our own prefab the way the water does
I don't like modifying prefabs in the third party folder
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
Fixed or at the very least reduced some water reflection glitches
Log the correct terrain seed (rather than 0) in edit mode
Fixed server NRE when looting
Merge procgen branch to main branch to test the new procedural terrain generation
Protocol increment on the procgen branch
Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
Crafting cancelling
Fixed crafting notification placement
Fixed AA toggle not working
Daily merge from main branch
Updated TestLevel with terrain
Fixed sky not being set on sun shafts
Attached fog volume to camera (to render fog)
Chanegd FogVolume so we can access/change fog colour via script
Got rid of horizon white line (will probably present a bunch of other problems)