108,561 Commits over 3,867 Days - 1.17cph!
Initial commit of the whole terrain mesh blending thing, just in case my PC catches on fire
Nothing you see here is finished, the basics work though
resource harvesting basics
map-included entity spawning should work
Smashed up shit now drops contents
Added TakeDamage item module
Made campfire/wooden box destroyable
Network messages for trace attack and effects
Server, handle messages being sent when server shutting down
Server muted connection - for prediction culling
Networked effects
Item Container/Items can now get their player owner
Melee attack now sent to server (does nothing yet)
Split HitTest from HitInfo
Made FindClientsideEntity shared, renamed to Find
Added Attack class
Added Effects class
Added ServerEffects class
Realm push-popper. So we can tell which realm we're in without relying on #client and #server
-turn in place (left/right); jump in place (start /midair/land); prone animations; swimming/treadwater animations
Beautified terrain UVMIX shader code
Put the common code between the add and blend passes in a cginc file
Added all trees, bushes and rocks to the procedural test map
Scaled the rocks up to use them as big rocks for the time being
All rock prefabs with colliders
Yo, there's a meta file missing for the hammer materials folder it appears
All tree prefabs with colliders
Found out the difference between mesh and sharedMesh
Fixed loading a new mesh for every item (added debug output to verify this)
Handle broken packets better
Handle untimely disconnections better
re-uplaoed fbx & .meta file
deleted old fbx & .meta because of issues overwritting
Made procedural terrain generation somewhat async and moved it into a coroutine
Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
Fixed trees spawning in lakes
Beautified distribution update code
Fixed DDraw errors when shutting down
Can now pick up world items
World item menus show properly
World item now run clientside stuff
hatchet now uses an attack -> HIT -> play anotehr animation model
hatchet now `strikes` based on an animation event
Added animation events class
Added DiDHit to HitInfo
Split procedural terrain generation into multiple files
Made splatmap generation thread safe and parallelized it
Enhanced calculation of the detail object distribution
Added possibility to add detail types for any splat value
Added forest placement based on perlin noise to spawn handler
Made terrain generation seed static
Restructured and optimized some code
Added stone axe, bolt rifle
Left amplify motion in debug mode :S
Fixed shadow caster getting amplify motion effect
Tweaked amplify motion effect
Tweaked fog settings
Updated AmplifyMotion to latest
Enable amplify on built skinned meshes
Console system is networked
Refactored some stuff
Updated libs for 32bit server
prefab file didn't commit
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
Added leave server debug print
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
Clear the position dirty flag!
Added profiler console commands
Build the server as a development version
World object physics are now networked properly (these will probably have to be turned off though)
Fixed shadow caster being visible under certain lighting conditions
Fixed shadow caster water conflict, fixed server browser errors
Shadow caster shader
Made first person players draw only shadows
Didn't save until I exited
Refined viewmodel class to work better with mechanim
Axe viewmodel all working
Melee attack working (probably)
Fixed some minor but annoying shader warnings
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)