127,161 Commits over 4,109 Days - 1.29cph!
Fixed broken player collision
Refactored string pool so it works when not connected to a server
Player animations now predicted properly
Added desert rocks
Added prefabs for camera particle FX
Randomize seed up to int.MaxValue instead of uint.MaxValue to be able to safely do things like seed*x or seed+x
I think 2 billion different maps should be enough
Added some vector utility methods in 2D space
Fixed long pause on joining singleplayer game
Various effect/bone/string pooling fixes
Replaced old protobuf implementation. Oh god this is a lot of code change.
Tweaked overlay, chat
Fixed sound length not counting delay
Fixed effect position spawn
Updated native steam library
-made some improvements to the jog animations
Initial commit of the new grass system (unfinished / internal testing)
Initial commit of the new detail system (unfinished / internal testing)
Re-organising clothing folder
Updated steam api dll for editor
Grass and detail generation tweaks
Added prototype of a grass LOD system
Using Invoke to trigger network position changes on demand, instead of Ticking and bailing
Removed the old grass system
It's clear now that the new one is better in every aspect
Renamed detail system to decor system
I chose the name when it was still intended to do the same thing the terrain detail system does
It doesn't handle any grass anymore at this point since that was moved to the new grass system
Added grass texture atlas
Added basic version of the grass shader
Deleted some old unused foliage textures
Added some decor assets and prefabs
Added voice chat (via Steam)
Fixed Length bug in NetStream
This should fix not being able to hear other players
-some of the waterpipe shotgun animations done
Fixed string pooling sending continuously in listen server
This should fix dead players over-thinking on server
Linux native library update
Added replicated convars
Accidentally re-wrote half the console system
Listen server creators are now admins
Fixed Jog Left being fucked
Added writecfg, server.writecfg
Added wind to grass shader
Added smooth fadeout to grass shader
Added foliage shader (without wind for the time being)
Improved grass LOD transition
Made grass renderer auto-disable if the mesh of a patch is empty
Made grass atlas only tile in x direction to avoid uv bleeding
Grass and foliage shader OCPD tweaks
Improved grass LOD transition
Changed how scripts interact with terrain data and math
This should be somewhat future-proof now, but some things might still change
Server performance, prevent ticks from bunching up
Attempt at fixing the terrain texture / normal map blurriness