107,924 Commits over 3,867 Days - 1.16cph!
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
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
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
Player jump animations (wip)