243,079 Commits over 3,898 Days - 2.60cph!
- 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
eyes and temp eye texture
head model with new mouth, closed and open plus teeth textures.
Added some crappy player animations... Added Room Prefab to map...
Made changes to player classes so to allow top down movement etc. Removed a couple of unneeded things too.
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
Made simplex noise code somewhat less ugly
Daily merge from main branch
A few ideas for AI structure
Changed to Linear color space
Testing some new terrain algorithms
Added terrain noise class
Added simplex noise class
Run garbage collection pre and post terrain generation
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
-tweaked the walk animations (so they cover more distance); removed the limp in the run animation
Added text accessor property to loading screen class
Some nicer editor logging for the terrain generator
Was forced to merge
Rocket launcher with textures
Created test scene with networking... Created relevant base prefabs... Removed metabolism and inventory although I'll probably want to be adding them or simplified versions of them later on... Removed #STEAM... Working out how things work... Ready to start adding bits and pieces for on WiseGuys!
Fixed player preview camera
Fixed ConsoleWindow singleton never being assigned
Fixed compiler warnings
Diagnose players apparently not being removed when disconnected + killed
Can now set convars from the launch options (+server.hostname "My Host Name")
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!)
Started working towards replacing old ProtoBuffer implementation with new, slimmer one
Forgot to tick the fucking boxes. What a cunt.
Added a shit load of shit out of the Rust Reboot project. Need to go through it all to get how it works and change some stuff where there are dependencies to stuff I don't want or need.
Added WIP racquet for Redneck character. Mesh and textures still need tweaks and adjustments.
Player jump animations (wip)
-facial animation files (test);
Added OutputHandler - cenralized access to RegisterLogCallback
ErrorLogger now creates an error.html with errors
Fixed server compiling issues
Other players now appear in the right clothes
worked further into bow view model
Re-added chat
Fixed clicking inventory menu causing firing in game