reporust_rebootcancel

105,820 Commits over 3,806 Days - 1.16cph!

10 Years Ago
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
10 Years Ago
Bad merge here
10 Years Ago
Player Model - hold type, and world model Added GameManager.CreatePrefabInactive
10 Years Ago
Made the sky dome use our own prefab the way the water does I don't like modifying prefabs in the third party folder
10 Years Ago
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
10 Years Ago
Fixed or at the very least reduced some water reflection glitches
10 Years Ago
Log the correct terrain seed (rather than 0) in edit mode
10 Years Ago
Fixed server NRE when looting
10 Years Ago
Merge procgen branch to main branch to test the new procedural terrain generation
10 Years Ago
Protocol increment on the procgen branch
10 Years Ago
tweaking water
10 Years Ago
Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
10 Years Ago
Crafting cancelling Fixed crafting notification placement Fixed AA toggle not working
10 Years Ago
Daily merge from main branch
10 Years Ago
Updated TestLevel with terrain
10 Years Ago
Fixed sky not being set on sun shafts
10 Years Ago
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)
10 Years Ago
- Setting the Sky property in TOD_Sun Shafts again - Removed demo scene assets from SE bloom plugin
10 Years Ago
Should fix players over-thinking while they're asleep
10 Years Ago
Fixed splitting/stacking not working properly clientside
10 Years Ago
Improved rock & dirt splat calculation
10 Years Ago
This broke on merge
10 Years Ago
Merged my previous commits to the procgen branch
10 Years Ago
Tweaked the terrain generator initialization to properly benchmark in-editor
10 Years Ago
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
10 Years Ago
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
10 Years Ago
Daily merge from main branch
10 Years Ago
Fixed compile error
10 Years Ago
Added item stacking, splitting, merging GameSetup can define whether you want to load a save or not
10 Years Ago
-rest of the jogging animations
10 Years Ago
Increased mountain noise amplitude to reduce probability of flatland worlds
10 Years Ago
Daily merge from main branch
10 Years Ago
Arctic biome test scene base.
10 Years Ago
-tweaked the eoka animations a bit; added some new player jogging animations; (still TODO: jog left/right)
10 Years Ago
Removed unused effects, moved GUIblur to bottom
10 Years Ago
Changed linux build options (test)
10 Years Ago
Adding missing files for Sonic Ether bloom and Colorful
10 Years Ago
Just added a check on the fog volume toggle
10 Years Ago
Added water fog volume in test scene, enabled via WaterEffects.cs
10 Years Ago
- 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
10 Years Ago
Added forest density parameter to spawn handler Tweaked spawn handler forest noise
10 Years Ago
Merge from main branch (again)
10 Years Ago
Merge from main branch
10 Years Ago
Fixed ds compile error
10 Years Ago
Debug camera
10 Years Ago
Resource spawns as part of map load, not 5 seconds after
10 Years Ago
Added LinearFog effect
10 Years Ago
Major terrain generator improvements (still needs internal testing)
10 Years Ago
Changed default water level to always be at world height 0 Made splat map calculation favor sand texture a lot more if underwater
10 Years Ago
EAC launcher fixes