201,779 Commits over 4,171 Days - 2.02cph!
forgot boonie mat change :P
Added client.fps and server.fps console commands
Character line-up for renders assets.
Basic packet manager / dispatcher
Deleted old CS scripts
Can select character in online mode
- Mission select UI work
- Removed the skill point notification panel
transition to network game
No longer make all admins female (added dev.gender as a replacement for testing)
* Fixed some sounds PAKcked into the .bsp crashing when loading
* Fixed some compressed sounds PAKcked into the .bsp failing to load
* Fixed player_changename game event not working
Linked ammo and health UI
Removed legacy network RPC call, replaced with new transfer
Some final touches on barrels, for now
Fixed player shadow lagging behind, which made first person feel weird and laggy
- The highest area/level reached can now be tracked
- Mission select screen now picks a random mission type for the current area/level (only visually atm) and lets you start the level
- Adding mission type name as temporary mission description/story text
Started on diagnostic and options.
Standard shaders: moved detail mask into Detail Layer
Standard shaders: reordered some layers to fit rust/standard ordering; top-underlayer, bottom-overlayer
Standard shaders: first version of standard dirt layer; cloth shader only for now
- Added a game progress panel to the title screen
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Fixed network owner issue
Organising scripts a bit
Skill and Ability boilerplate + editor support
Added BehaviourPlan, BehaviourPlanSettings
Cloth shader: defaulted dirt mask to white
Cloth shader: added uv separate uv controls for mask and layer
Cloth shader: added fuzz attenuation based on dirt mask
Fixed missing dirt mask errors in shader gui
More cleanup and tweaks
Added Skill.Archery and Ability.ShootBow
Elvis new run anims part 3
Fixed campfire smoke soft particle settings; was causing too much transparency / clipping
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Gamemanager now has option for specials - temporarily disabled for online
Clean slate spawn tables. Distant elephant grass no longer parties like it's 1999.
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Fixed Unit.FindClosestNavmeshPosition not working
All movement related actions now call the correct SetDestination(Vector3 position, IAction source_action) method to register callbacks
Actually fixed the potential crash related to navmesh position sampling
native non-adaptive tonempping renabled until something nice gets configured
Alpha'd tree branches no longer turn invisible at a distance. Yellow bushes for yellow grass.
Taming that crazy overexposed lighting, part 1 wip.
Twilight atmospherics, terrain wetness and water tweaks.
FOR FUCK SAKE factory prefab and model cleaning/fixing
Atmospherics, camera, driftwood and terrain tweaks. Added visible spec to matte rocks (so next-gen)