244,583 Commits over 3,898 Days - 2.61cph!
Added a way to calculate voice speaker amplitude, can be used to animate the mouth of an avatar. Animated the speaker icon to display voice amplitude. Added push to talk for voice chat.
Server no longer spawns their own player, it had too many problems. It's now just a static camera.
Cleaned up Atm Blend and replaced BlendLUT in Main Camera prefab
Added Atmospheric Blending; superset of BlendLUT doing temporal conditions across multiple latitudes/biomes
Fixed AM vector rendering code
Upgraded project to unity5b2
Completed P2P voice chat, needs testing in multiplayer to make sure it works. Also added experimental shoutcast radio streaming.
Completed P2P voice chat, needs testing in multiplayer to make sure it works. Also added experimental shoutcast radio streaming.
Additional shaders for clothing
Made sure all the fbx files are not importing any materials and they're using RustPlayerAvatar; set up the various parameters for the pistol/rock/torch anims
Adding basic tshirt. LODs done, still needs weights.
Fixed WaterUpdate NRE's (probably)
Demo playback volume can now be specified.
Demo playback volume can now be specified.
Demos can now record sound playback events.
Demos can now record sound playback events.
Adding models and textures for hazmat set. Still needs weights, but LOD are done.
checking in all the fbx files now (tested that everything works so far), in case i break something later on when i change the player anim controller.
Tweaked how much demos affect screen glow so that overlayed graphics have more of an effect.
Tweaked how much demos affect screen glow so that overlayed graphics have more of an effect.
Fixed an error when packing an image with an odd number of pixels, and removed some redundant methods.
Fixed an error when packing an image with an odd number of pixels, and removed some redundant methods.
Nuked some broken rock prefabs. Added new shader for fabrics (self illum and vertex color controller animation) wipppy wip wip
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Added lives and score to the Breakout clone, started highscore viewing / entry stage.
Added lives and score to the Breakout clone, started highscore viewing / entry stage.
Worked out calculations for splines.
Manage the components for caps and intersections.
Generate meshes.
Need to decide how to blend two different road types.
Client network connection will skip out if too much time has been spent processing packets
Fixed water not having reflection/refraction
Removed SetIKWeight references
Profiling Stuff
Fixed FakePhysics running clientside (perf)
Impala cleanup and scale fixes.
Asset cleanup and rexporting with standardised scaling and other fixes
Fixed possible NRE in AIBody
Fixed shadow caster; was writing to camera depth
Optimized some getcomponents in AM
Re exported impala at proper scale
UVs are still a little messed up but they'll do for now. Still way better than it was anyway.
Still missing some calculations I need to work out based on road direction and segment direction being different.
Disbale error logging in editor (crash, freezing etc)
Skinned meshes update their bounds on demand instead of every x seconds
Fixed warning in PlayerInventoryAnimation because of missing ikWeight param
Disabled Am auto register objects
Player spec map (fudged, workable)
Set scene ambient to hemisphere (seems to fit better overall, especially since the terrain still uses legacy shaders)
Updated ore textures (this should really be done by an artist, but I think we might replace the meshes altogether?)
Labelled player animations with "PlayerAnimations"
Made sure all player animations were using the RustPlayer avatar
Made ikWeight use animation curves instead of calling SetIKWeight
Undone everything goosey did yesterday (fixes broken player animation, sorry dude)
Added a CSteamID extension function to format a SteamID, why isn't this in Steamworks already? Showing SteamID above heads to check they're working.
Added a CSteamID extension function to format a SteamID, why isn't this in Steamworks already? Showing SteamID above heads to check they're working.
Syncing SteamIDs for when voice chat needs them (these can be spoofed until I add steam authing on the server)
Syncing SteamIDs for when voice chat needs them (these can be spoofed until I add steam authing on the server)
Added Steamworks.NET, made SteamVoiceChat class for P2P Steam voice chat.
Added Steamworks.NET, made SteamVoiceChat class for P2P Steam voice chat.
Quick fix for lat-based atmospheric blend
added the torch and rock animations to the mecanim controller; adjusted the timings on some of the movements to lessen some of the "foot sliding" going on