243,060 Commits over 3,898 Days - 2.60cph!
Made procedural terrain generation somewhat async and moved it into a coroutine
Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
Fixed trees spawning in lakes
Beautified distribution update code
Fixed DDraw errors when shutting down
Can now pick up world items
World item menus show properly
World item now run clientside stuff
hatchet now uses an attack -> HIT -> play anotehr animation model
hatchet now `strikes` based on an animation event
Added animation events class
Added DiDHit to HitInfo
Split procedural terrain generation into multiple files
Made splatmap generation thread safe and parallelized it
Enhanced calculation of the detail object distribution
Added possibility to add detail types for any splat value
Added forest placement based on perlin noise to spawn handler
Made terrain generation seed static
Restructured and optimized some code
Added stone axe, bolt rifle
updated hammer view model anim & re-ordered clips
new bolt rifle animations
Left amplify motion in debug mode :S
Fixed shadow caster getting amplify motion effect
Tweaked amplify motion effect
Tweaked fog settings
Updated AmplifyMotion to latest
Enable amplify on built skinned meshes
Console system is networked
Refactored some stuff
Updated libs for 32bit server
prefab file didn't commit
Build 32bit server - so we can profile
Fixed router swallowing messages
DDraw screen text
Added tolerance factor to leaving vis groups - to avoid finding switch seams
Debug screen text - show received global network messages
Tied switching network group with switching player subscription groups
Fixed movement lerping from 0,0,0 on spawn
Moved testlevel to 5,000 units away to test for precision issues/solutions
Tuna cans and textures - 1st checkin.
Added leave server debug print
Name skinned mesh parts after their prefab
Don't set network position if it didn't change (perf)
If network debug - draw incoming network messages
Added DDraw.Text
Clear the position dirty flag!
3 seperate jumping sequences.
checking in the old view models without their arm meshes attached
Added profiler console commands
Build the server as a development version
World object physics are now networked properly (these will probably have to be turned off though)
Fixed shadow caster being visible under certain lighting conditions
updated hammer view model, added hit & miss anims
updated view model maya rig
Fixed shadow caster water conflict, fixed server browser errors
Shadow caster shader
Made first person players draw only shadows
Cans of beans meshes and textures - 1st checkin.
Didn't save until I exited
Refined viewmodel class to work better with mechanim
Axe viewmodel all working
Melee attack working (probably)
updated position of view model
Fixed some minor but annoying shader warnings
We shouldn't use this hacked billboard fix, when we use billboards I'll implement the fix the correct way (which didn't work before due to the asset bundle system)
Cleaned up viewmodels, added hammer viewmode, added test map for viewmodels
Loading screen fixes, cleanup
rest of the stone hatchet animations
Changed how player angles are received and used
I prefer this naming scheme
Sorting out player world model animation
HistoricVector, HistoricQuaternion - history lerping storage
Added clothing prefabs
Added pixelate shader
Added player skin textures
Added skinned multi mesh
Added player animation controller (placeholder)
Added player animations