243,022 Commits over 3,898 Days - 2.60cph!
stone skin vertex alpha fixes stairs/ half block
metal skin square/triangle floors dirt acumulation
Added `//:smoothing = <value>` option for fields in protobuf schema definitions, `SnapshotBuffer` smoothing solution seems to work well.
Improved player movement, players now collide with cabinets.
stone skin triangle floors dirt acumulation
armored skin square/triangle floors dirt acumulation
Fixed screen reflections.
Merge branch 'master' of arcade
Added categories to room browser
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missing if CLIENT for new sound stuff
merge from main/soundrefactor
Finish up sound system refactor
Tree mats updated for new shader
Removed that 9th splat
Added detail overlay control for specular and smoothness
Merge branch 'master' of arcade
Attempting to debug poor snapshot interpolation.
fixed bizzare bug where deployables on terrain would be removed if a building block was destroyed
urban pants are a little better
metal hatchet doesn't lose condition as fast
improved 3rd person animations for piackaxe
Room description text uses best fit to make better use of the space, allowing a max of 4 lines of text
Merge branch 'net-lidgren' of arcade
Started on room browser visuals
Merged ST2 (temp) shader changes into ST shader, removed ST2
Near final char05 ZBrush project.
Merge branch 'master' of arcade
Some docs for `SnapshotBuffer`.
torch is cheaper to produce
Experimenting with a new rock tinting technique (for smooth biome transitions)
balance of resource gathering, balance of building health
Merge branch 'master' of arcade
propagated the fix above to other low blocks
fixed wall.low wood not spawning a cornermesh properly with door block adjascent
added stone skin square floors dirt acumulation models and logic
vm bota bag source anim updates
vm bota bag - made drinking/ emptying/ collecting loopable anims
Refactoring the network player stuff.
Fixed a bug with cabinet frame buffering.
Scene stuff and material consistency
Now using `SnapshotBuffer` for cabinet streaming.
Added transmission boost (0..2) to ST shaders
Added temporary experimental ST shaders using Smoothness+Transmission instead of Specular+Transmission; "Rust/Nature/SpeedTree 2"
created test_court floor in zbrush, created low poly version
Updated riverside and roadside spawn filters
Implemented `SnapshotBuffer<TSnapshot>`, now used for player updates.
Material consistency tweaks, and tree updates
Deleted old vm bota bag deploy anim