34,492 Commits over 4,232 Days - 0.34cph!
    
    
    
        
            
            
            
                
                Started working towards replacing old ProtoBuffer implementation with new, slimmer one
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed dropped items having no fallback model
Fixed client not getting destroyed on code reload (need to revisit this so we can actually edit code while playing)
Ignored .private.0 files and removed a bunch that got committed (goosey!)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Can now set convars from the launch options (+server.hostname "My Host Name")
 
                
                
                
                
                
             
         
        
            
            
            
                
                Diagnose players apparently not being removed when disconnected + killed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed ConsoleWindow singleton never being assigned 
Fixed compiler warnings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed player preview camera
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added text accessor property to loading screen class
Some nicer editor logging for the terrain generator
Was forced to merge
 
                
                
                
                
                
             
         
        
            
            
            
                
                -tweaked the walk animations (so they cover more distance);   removed the limp in the run animation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Water level ( 0 = not suberged, 0.5 = half submerged, 1.0f = totally under)
Different movement for underwater
Player Animation receives waterlevel variable
Changed ModelState to be non generated class
Added placeholder material for water surface viewed from underneath
Changed Water shader to CCW cull
WaterEffects changes the image effects according to whether the camera's position is underwater
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Changed to Linear color space
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed rigidbody from Water prefab - because it doesn't need it and it might fix server perf
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revamped effect system to be more user friendly, network properly
Fixed vectors/quaternions not being networked (!)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed console command network encoding being fucked
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moving as much Networking stuff as possible out of game code
 
                
                
                
                
                
             
         
        
            
            
            
                
                - 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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                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 the grenade view model with all animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed OnDestroy to OnDisable - because OnDestroy seems to rarely get called
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                This should make swimming proper work
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added Data Tables
Added Network String Pooling
Effects bone name now uses String Pooling
Fixed Axe not working
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Resource spawns as part of map load, not 5 seconds after
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                - 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 water fog volume in test scene, enabled via WaterEffects.cs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Just added a check on the fog volume toggle
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding missing files for Sonic Ether bloom and Colorful
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed linux build options (test)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed unused effects, moved GUIblur to bottom
 
                
                
                
                
                
             
         
        
            
            
            
                
                -tweaked the eoka animations a bit; added some new player jogging animations;  (still TODO:  jog left/right)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Arctic biome test scene base.
 
                
                
                
                
                
             
         
        
            
            
            
                
                -rest of the jogging animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added item stacking, splitting, merging
GameSetup can define whether you want to load a save or not
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked the terrain generator initialization to properly benchmark in-editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed splitting/stacking not working properly clientside
 
                
                
                
                
                
             
         
        
            
            
            
                
                Should fix players over-thinking while they're asleep
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Setting the Sky property in TOD_Sun Shafts again
- Removed demo scene assets from SE bloom plugin
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed sky not being set on sun shafts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated TestLevel with terrain