199,300 Commits over 4,140 Days - 2.01cph!
Stripped out all the Realm bullshit (and there was a lot of it)
Adding animation preprocessor - currently disabled
Adding test TENN15 anim
- Added generic option panel classes for handling booleans and collections
- Added graphics options panel
- Available resolutions are autofilled into the resolution option panel
- Graphics options can be navigated and toggled (but not applied) using keyboard (temporary)
[zombies] some HUD refactoring, etc
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game
merge into main :
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game
merge into main :
minor rebalance of condition
melee tools now get damaged faster when hitting the 'wrong type' of resource i.e. axes will break faster hitting ore
melee tools now gather resources faster if it's the 'right type' p.s. may have broken game & suck at plastic
Fixed TerrainMap.ApplyFilter flooring the upper bound
Moved coordinate normalization utility methods to TerrainMeta
Exposed bridge height level in TerrainPath
Fixed assembly references being incorrectly generated for `GamePackager.exe` when the premake script generates VS project files for games.
Removed reference to `CommandLine.dll` in `GamePackager`.
Merge branch 'master' into sandboxing
Fixed array index error in AmbienceManager
Fixed terrain texture flicker/artifacts on legacy terrain shader
Committing so I can switch branches.
Removed generated ProtoBuf files.
Generated files are now ignored.
Merge branch 'tempZombies'
Improved path cost calculation and path smoothing
Added the appropriate topology modifiers to land rock decorfor paths to avoid them
Fixed bug in normal atlas gen
Made the weapon code more linear
network protocol++
- Forced fullscreen mode to dedicated mode
- Graphics options list UI is now built at runtime entirely from the enum
- Graphics option settings are loaded from disk
- Selected options are now highlighted
- Made base option classes bettererer
Can repair building blocks with hammer (costs resources)
Graphics and Controls refactor done, with just Audio remaining.
Fixed UI voice icon getting stuck on screen
Updated player wounded anim source
Replaced old placeholder path texture with a color adjusted version of the new dirt texture (for now)
Applied updated sand texture smoothness, specularity and height to atlas
Updated player wounded fbx
Fucked off old player classes ready for new improved versions.
Entity shit is getting close to being done. Groups now work propely.
Added Gibbing (tier0 wall only right now)
Fixed entities that exist in level not being destroyed on client or spawned on sever.
Audio refactor mostly done.
Added some scattered bushes to the roadside
Made PathFinder reuse its visited map
added floating city clouds and temp building
Fixed forcing serialization.
Fixed entities not resubscribing to groups.
Made summit height value depend on latitude
Prevented powerline poles from spawning on road by chance
Fixed terrain modifier placement being slightly off
Fixed bug with how condition is saved/loaded, leading to wrong condition displayed on client
Prep for TENN15 character - Anim controller and prefab
Fixed gathered resource being awarded to the weapon instead of the player
Final stages of Audio refactor.
- BaseMovement can now be flagged to check for a floor to fly above
- Player is now flagged to check for floors by default, all other entities default to false
- Updated model impoort processor to automatically setup anything called "floor_collision" as.... floor collision
- Added a couple of temporary meshes used for testing multilevel stuff
- Updated collision matrix so Floor is ignored by everything