243,562 Commits over 3,898 Days - 2.60cph!
Was still compiling with #NO_STEAM
Created steam_client prefab and removed some commented out steam bits.
Fixed string pooling being insanely broken
Fixed Effects that are attached to bones being broken
Added prerequisites folder
Removed NO_STEAM so that I can use the Steam stuff now
Player and camera are much smoother.
Bota bag with LODs - view and world models.
These files allow you to run the game in the editor - and still use Steam
Updating project settings
Added library to ignore list
-half of the revolver animations
Fixed player model state not being networked
Network grid was stupid on TestLevel
Viewmodel is hidden in 3rd person mode
Worldmodel is hidden in 1st person mode
Attack anim in 3rd person
ModelState is now networked
Attack anims are networked
Switched more classes to the new proto system
Player Model - hold type, and world model
Added GameManager.CreatePrefabInactive
Made the sky dome use our own prefab the way the water does
I don't like modifying prefabs in the third party folder
updates to bow anim, trying to fix export issues
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
Fixed or at the very least reduced some water reflection glitches
Log the correct terrain seed (rather than 0) in edit mode
adding the two lods to for the rocket launcher
Fixed server NRE when looting
Merge procgen branch to main branch to test the new procedural terrain generation
Protocol increment on the procgen branch
Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
Crafting cancelling
Fixed crafting notification placement
Fixed AA toggle not working
Daily merge from main branch
Updated TestLevel with terrain
Fixed sky not being set on sun shafts
Attached fog volume to camera (to render fog)
Chanegd FogVolume so we can access/change fog colour via script
Got rid of horizon white line (will probably present a bunch of other problems)
- Setting the Sky property in TOD_Sun Shafts again
- Removed demo scene assets from SE bloom plugin
Should fix players over-thinking while they're asleep
Fixed splitting/stacking not working properly clientside
Improved rock & dirt splat calculation
Merged my previous commits to the procgen branch
Tweaked the terrain generator initialization to properly benchmark in-editor
Converted some of the newly imported assets from binary to text asset storage format
Not sure why this didn't happen when you guys imported those in the first place since our Unity project is set to enforce text format
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
Daily merge from main branch
Added item stacking, splitting, merging
GameSetup can define whether you want to load a save or not
-rest of the jogging animations
Increased mountain noise amplitude to reduce probability of flatland worlds