128,934 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Smoother player movement 
Fixed ClientInit being called multiple times
 
                
                
                
                
                
             
         
        
            
            
            
                
                Lerp the player's positions, updated tickrate
 
                
                
                
                
                
             
         
        
            
            
            
                
                Upped player position rate to 20hz
 
                
                
                
                
                
             
         
        
            
            
            
                
                Override player network rotation with viewangles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Proper clientside rotation lerp
 
                
                
                
                
                
             
         
        
            
            
            
                
                Time of Day update to 2.0.6 prerelease 1
Was forced to merge
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added shadow softener for evaluation, for deferred rendering it is simply enabled by dropping the files in - to disable it simply remove the files 
The way this works is that hard shadows are being softened by shadow softener, soft shadows are being softened by both shadow softener and the Unity softening algorithm
Adjusted the quality settings accordingly to only use hard shadows (i.e. shadow softener) to see if it looks good, we could add the Unity softening for high quality settings if we wanted to
Configuring shadow softener is done by defines in the shader include file ShadowSoftenerConfig.cginc, it uses the default values for now
Cool features of shadow softener are for example soft point light shadows and less dithering due to PCF
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed oven, cooking
Added burning flag
Added OnItemChanged event for itemmodules to use
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                A regression happened that meant inventory wasn't being networked properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved protobuffers to their own dll
Entity destroy messages 
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked terrain texture import settings
 
                
                
                
                
                
             
         
        
            
            
            
                
                First stab at an improved terrain shader
 
                
                
                
                
                
             
         
        
            
            
            
                
                Initial commit of the procedural stuff
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed a bunch of warnings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Forgot to commit the tree prefab with script and collider
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added ores and wood piles to the spawn handler
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled fog, Added Ranged SSAO, Added dev texture
 
                
                
                
                
                
             
         
        
            
            
            
                
                Network visibility for testing
- This is going to get a cleanup tomorrow
- Maybe moving some of the more generic stuff into Facepunch.dll
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Unsubscribe from network messages when entity leaves PVS
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed entity position lerp from 0,0,0 on enter pvs
hid some variables 
Fixed fire not switching on when entering pvs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Organise received network entities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Send spawn message to visibility group - not to everyone
 
                
                
                
                
                
             
         
        
            
            
            
                
                Limit fps on dedicated server (to 60)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed warning regarding "global" class name conflict if referenced in code
 
                
                
                
                
                
             
         
        
            
            
            
                
                Parallel.For utility class
 
                
                
                
                
                
             
         
        
            
            
            
                
                Terrain grass mesh textures
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enhanced the seed based random number generator
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added first draft of grass and threading to the procedural terrain generation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added clothing prefabs
Added pixelate shader
Added player skin textures
Added skinned multi mesh
Added player animation controller (placeholder)
Added player animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                HistoricVector, HistoricQuaternion - history lerping storage
 
                
                
                
                
                
             
         
        
            
            
            
                
                Sorting out player world model animation
 
                
                
                
                
                
             
         
        
            
            
            
                
                I prefer this naming scheme
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed how player angles are received and used
 
                
                
                
                
                
             
         
        
            
            
            
                
                Loading screen fixes, cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cleaned up viewmodels, added hammer viewmode, added test map for viewmodels
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed some minor but annoying shader warnings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refined viewmodel class to work better with mechanim
Axe viewmodel all working
Melee attack working (probably)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Didn't save until I exited
 
                
                
                
                
                
             
         
        
            
            
            
                
                Shadow caster shader
Made first person players draw only shadows
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed shadow caster water conflict, fixed server browser errors
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed shadow caster being visible under certain lighting conditions
 
                
                
                
                
                
             
         
        
            
            
            
                
                World object physics are now networked properly (these will probably have to be turned off though)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Build the server as a development version
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added profiler console commands
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clear the position dirty flag!