244,394 Commits over 3,898 Days - 2.61cph!
Fixed effect position spawn
Fixed sound length not counting delay
Replaced old protobuf implementation. Oh god this is a lot of code change.
Tweaked overlay, chat
Various effect/bone/string pooling fixes
Fixed long pause on joining singleplayer game
Added some vector utility methods in 2D space
Randomize seed up to int.MaxValue instead of uint.MaxValue to be able to safely do things like seed*x or seed+x
I think 2 billion different maps should be enough
Added desert rocks
Added prefabs for camera particle FX
Refactored string pool so it works when not connected to a server
Player animations now predicted properly
Fixed broken player collision
-checking in the rest of the revolver animations; made some improvements to the bolt rifle animations; added .wav files for the bolt action ( I just need to get them to play in unity properly..)
Fixed objects getting removed
Implemented Jog animations
added new bow view model anims, meta clips & initial controller
Fixed bootstrap script not loading the menu
associated with the old bow view model. Causing issues.
Adding server browser menu
- Added new LUT textures for color grading
Changed particle stuff to `effects` - now spawns audio too
Added placeholder sounds to generic hit, blood hit, rock swing
Only the local player moves the camera!
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