110,897 Commits over 3,897 Days - 1.19cph!
Tweaked the terrain generator initialization to properly benchmark in-editor
Converted some of the newly imported assets from binary to text asset storage format
Not sure why this didn't happen when you guys imported those in the first place since our Unity project is set to enforce text format
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
Daily merge from main branch
Added item stacking, splitting, merging
GameSetup can define whether you want to load a save or not
-rest of the jogging animations
Increased mountain noise amplitude to reduce probability of flatland worlds
Daily merge from main branch
Arctic biome test scene base.
-tweaked the eoka animations a bit; added some new player jogging animations; (still TODO: jog left/right)
Removed unused effects, moved GUIblur to bottom
Changed linux build options (test)
Adding missing files for Sonic Ether bloom and Colorful
Just added a check on the fog volume toggle
Added water fog volume in test scene, enabled via WaterEffects.cs
- Added Colorful and Sonic Ether's Natural Bloom (image effects)
- Some tweaks sky dome prefab default settings
- Post processing changes on the main camera prefab
Added forest density parameter to spawn handler
Tweaked spawn handler forest noise
Merge from main branch (again)
Resource spawns as part of map load, not 5 seconds after
Major terrain generator improvements (still needs internal testing)
Changed default water level to always be at world height 0
Made splat map calculation favor sand texture a lot more if underwater
Added Data Tables
Added Network String Pooling
Effects bone name now uses String Pooling
Fixed Axe not working
Undid garbage collection run in terrain generator since main branch added this as well
Daily merge from main branch
This should make swimming proper work
Added objects command
Saves/Loads now use the current map name - not the value of server.level
Visibility Grid IsInside always returns true for group 0
Added server bounds to procedural map
Changed OnDestroy to OnDisable - because OnDestroy seems to rarely get called
-added the grenade view model with all animations
Moved all network group and subscription shit into the Facepunch dll
Subscriptions now updated at the same time as network group
Player's snapshot is now sent `full`
Fixed game objects not destroying properly
Added SpawnPoint class
Replaced respawn coroutine - now linear
Fixed player re-spawning twice
Fixed inaccuracies in NetworkVisibilityGrid debug drawing
Moved VisibilityProvider logic to Facepunch dll
Removed INetworkable
Removed MutedConnection logic
Removed NetworkVisibility class
- Added some art test scenes
- Added main camera alt prefab
- Added a few particle/FX textures and materials (wips)
- Added a selection of color grading lookup textures (mostly for funs)
Tweaked some calculations in TerrainNoise for further testing
Moving as much Networking stuff as possible out of game code
Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")
Made seed in SeedRandom public
Fixed console command network encoding being fucked
Revamped effect system to be more user friendly, network properly
Fixed vectors/quaternions not being networked (!)
Removed rigidbody from Water prefab - because it doesn't need it and it might fix server perf
Removed noise parameters from terrain generator since they are now randomized from seed
Removed perlin noise class since it is no longer needed
Improved terrain generator (still needs internal testing)
Made spawn handler use simplex noise
Restructured terrain noise code