258,164 Commits over 4,018 Days - 2.68cph!
Updated cave with new rocks
Updated river bedrocks
Updated source rocks
Updated overhang rocks
And some last rock prefabs left, updated default 'pickup from' prefabs in the rock folder with ready settings
Expose build id to server info
Automated Linux DS Build #84
Culled lights in cloud court
Added run to controller, looped
Automated Windows Build #84
Automated Linux Build #84
Uhh, try to fix the linux thing
Fixed situations arrising where server sometimes creates insane 2 minute delays
Removed DedicatedServerDebug (unsused + performance drain)
Removed unused DistanceFromCamera system
Added LODGroup diagnostics to dump command
More client profiling
bear rig, not finished but probably ready for anim/deform tests
Automated Linux DS Build #83
Automated Windows Build #83
Automated Linux Build #83
Fixed backface refraction
Underwater shader now scattering aware (wip)
Updated Cowboy rig, run north, added serve WIP
* Removed steam_linux
* Fixed crash issue with PathSegment functions
* Fixed (Lua errors?) printing twice on Linux srcds
* Added CNewParticleEffect.__tostring() and other methods
* Added Entity.StopAndDestroyParticles()
* Added Entity.StopParticlesNamed( string, bool removenow = false )
* Added Entity.StopParticlesWithNameAndAttachment( string, int attachment, bool removenow = false )
* Entity.CreateParticleEffect() now returns the particle object it creates
Added new copy shader; removed deprecated one
Increased pre-fog texture to 1:1 again; switched to rgbm encoding instead for 2:1 and bandwidth savings; looks better than downscale
Now cloning _CameraDepthTexture only on d3d9 platforms
Removed postOpaqueDepth modifications from globalfog and pp scattering; not necessary anymore (kept in DoF, however)
Downscaled pre-fog/refraction texture to 1/4th res
Underwater lighting now uses combined direct+ambient (testing)
Removed all black river fix hack attempts
Steal special can be disabled
Attempt at solving all water problems, including transparent surf/particle fog, at once
Added steal effect over player
Fixed seethrough walls; note to self: some hacks are there for a reason (#338)
- Game over screen now works with mouse/keyboard
Fixed visual settings issue when just viewing court
Disabled loader when no longer needed
Fixed server NRE
Removed unity error reporter
Don't do server.backup in editor
Fixed potential NRE in BehaviourChain
Some SmartObject/Subscription refactoring, fixes some bugs with subscriptiosn getting stuck, but not super clean
Automated Linux DS Build #82
Fixed external gates collapsing
Automated Linux Build #82
Automated Windows Build #82
* Fixed a server crashing exploit
* "Cannot update control point" is not DevWarning
* Attempted fix for Linux/OSX checkboxes in Awesomium
FOR FUCK SAKE asteroid asset (collision fix)
FOR FUCK SAKE asteroid material (asteroid colour are now fully dependent on the directional light)
!A very WIP asteroid prefab test
latest source file, changed feet controllers, added new anim, removed a rogue deform tag on the non deforming skeleton which was semi breaking the rig in unity
City init is now much cleaner.
Limited speedtree shader transmission feature to Frond and Leaf geom types