127,271 Commits over 4,109 Days - 1.29cph!
Proper clientside rotation lerp
Time of Day update to 2.0.6 prerelease 1
Was forced to merge
Added shadow softener for evaluation, for deferred rendering it is simply enabled by dropping the files in - to disable it simply remove the files
The way this works is that hard shadows are being softened by shadow softener, soft shadows are being softened by both shadow softener and the Unity softening algorithm
Adjusted the quality settings accordingly to only use hard shadows (i.e. shadow softener) to see if it looks good, we could add the Unity softening for high quality settings if we wanted to
Configuring shadow softener is done by defines in the shader include file ShadowSoftenerConfig.cginc, it uses the default values for now
Cool features of shadow softener are for example soft point light shadows and less dithering due to PCF
Fixed oven, cooking
Added burning flag
Added OnItemChanged event for itemmodules to use
A regression happened that meant inventory wasn't being networked properly
Moved protobuffers to their own dll
Entity destroy messages
Tweaked terrain texture import settings
First stab at an improved terrain shader
Initial commit of the procedural stuff
Fixed a bunch of warnings
Forgot to commit the tree prefab with script and collider
Added ores and wood piles to the spawn handler
Enabled fog, Added Ranged SSAO, Added dev texture
Network visibility for testing
- This is going to get a cleanup tomorrow
- Maybe moving some of the more generic stuff into Facepunch.dll
Unsubscribe from network messages when entity leaves PVS
Fixed entity position lerp from 0,0,0 on enter pvs
hid some variables
Fixed fire not switching on when entering pvs
Organise received network entities
Send spawn message to visibility group - not to everyone
Limit fps on dedicated server (to 60)
Fixed warning regarding "global" class name conflict if referenced in code
Parallel.For utility class
Terrain grass mesh textures
Enhanced the seed based random number generator
Added first draft of grass and threading to the procedural terrain generation
Added clothing prefabs
Added pixelate shader
Added player skin textures
Added skinned multi mesh
Added player animation controller (placeholder)
Added player animations
HistoricVector, HistoricQuaternion - history lerping storage
Sorting out player world model animation
I prefer this naming scheme
Changed how player angles are received and used
Loading screen fixes, cleanup
Cleaned up viewmodels, added hammer viewmode, added test map for viewmodels
We shouldn't use this hacked billboard fix, when we use billboards I'll implement the fix the correct way (which didn't work before due to the asset bundle system)
Fixed some minor but annoying shader warnings
Refined viewmodel class to work better with mechanim
Axe viewmodel all working
Melee attack working (probably)
Didn't save until I exited
Shadow caster shader
Made first person players draw only shadows
Fixed shadow caster water conflict, fixed server browser errors
Fixed shadow caster being visible under certain lighting conditions
World object physics are now networked properly (these will probably have to be turned off though)
Build the server as a development version
Added profiler console commands
Clear the position dirty flag!
Name skinned mesh parts after their prefab
Don't set network position if it didn't change (perf)
If network debug - draw incoming network messages
Added DDraw.Text
Added leave server debug print
Build 32bit server - so we can profile
Fixed router swallowing messages
DDraw screen text
Added tolerance factor to leaving vis groups - to avoid finding switch seams
Debug screen text - show received global network messages
Tied switching network group with switching player subscription groups
Fixed movement lerping from 0,0,0 on spawn
Moved testlevel to 5,000 units away to test for precision issues/solutions
Updated libs for 32bit server
prefab file didn't commit