248,560 Commits over 3,928 Days - 2.64cph!
Added first draft of grass and threading to the procedural terrain generation
Enhanced the seed based random number generator
Terrain grass mesh textures
Parallel.For utility class
updated hammer source file & uploaded fbx & .meta with clip data
Fixed warning regarding "global" class name conflict if referenced in code
Limit fps on dedicated server (to 60)
Black raspberries mesh and textures - 1st checkin.
Send spawn message to visibility group - not to everyone
Organise received network entities
Fixed entity position lerp from 0,0,0 on enter pvs
hid some variables
Fixed fire not switching on when entering pvs
Unsubscribe from network messages when entity leaves PVS
Network visibility for testing
- This is going to get a cleanup tomorrow
- Maybe moving some of the more generic stuff into Facepunch.dll
Enabled fog, Added Ranged SSAO, Added dev texture
Small apple changes to the textures, also added a rotten apple mesh.
Meat meshes and textures - 1st checkin.
added clothing parts folder & individual parts for player
Added ores and wood piles to the spawn handler
Forgot to commit the tree prefab with script and collider
Fixed a bunch of warnings
Initial commit of the procedural stuff
First stab at an improved terrain shader
Tweaked terrain texture import settings
Moved protobuffers to their own dll
Entity destroy messages
A regression happened that meant inventory wasn't being networked properly
No meta files/prefabs in art repo plz
Don't add meta files to the Art repo
More player animation stuff
Removing these animations
Fixed oven, cooking
Added burning flag
Added OnItemChanged event for itemmodules to use
Bandage mesh and texture files.
Fixed a small but WELL recorded spelling mistake on the rad pills.
-source (Maya) files for the hatchet animations
-new animations for the hatchet
-new animations for the hatchet
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
Time of Day update to 2.0.6 prerelease 1
Was forced to merge
Proper clientside rotation lerp
Override player network rotation with viewangles
Upped player position rate to 20hz