243,022 Commits over 3,898 Days - 2.60cph!
Chat starts disabled, player connection response messages are now sent on `Channel.Spawn` to make sure they arrive before the client is told about any entities.
Players now oscillate up and down as a floating cube should.
Shortened world checksum to two segments (way faster and still fairly safe)
`Chatbox` is now hidden by setting the alpha of its internal `CanvasGroup`.
More AI profiling
Server performance fixes
Fixed skinnedMesh error
Added ability to show / hide the chatbox.
Can now free the cursor with Esc.
Added command line options for standalone builds, fixed all players having the local client's avatar.
Added Windows x86 build of the networking test.
Added StandaloneWindows64 build of the networking test.
Added Blade Symphony icon
Fixed player angles interpolation.
Head texture swapping based on steamid
Basic interpolation of player state.
Added sewer hole and water jets courts to test court, tweaked lighting, added water grating and animations
Added specular/smoothness to the skin shader, tweaked for more skin colour variation
Basic networked player state updates implemented.
Stone pickaxe view and world model with LODs.
Added crouching to `PlayerController`.
Fixed newconnection read error.
Minor iceberg spawn filter fix
Finished basic player controller movement / mouselook.
Strip Unity / ST tree component from server builds
Greatly reduced serverside tree collider counts
- Added monster arena level to port menu
- Monster arena white box
Maybe fixed the footsteps not working.
Restructured `Unity/Arcade/Assets`.
Removed unnecessary references of `GameAPI.dll` from `Arcade` scripts.
Fixed protobuf class generation if the project path has spaces in it.
Added Igor racket & textures
GI Bake setting should fix build crap
Rock & cliff prefab finalization 1/2
- Some building placement work towards wall stuff
[zombies] soldiers get stat experience for doing different things
- Ported ProcessedTexture util and related files from Rust
- Tweaked SkyDome light properties
- Cleanup and improvements to influence map stuff
- Added dynamic shadow distance based on player distance to ground
[zombies] stat lvl up effect
Started work on player controller, spawning networked entities mostly working.
Reverted Igor scale
Started porting over anims and building a new controller
Merge branch 'interior' of arcade into net-lidgren
Merge branch 'interior' into net-lidgren
Conflicts:
Unity/Arcade/Assets/Scenes/NetworkTest.unity
More client side spawning work.
Merge branch 'net-lidgren' of arcade into interior