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110,876 Commits over 3,897 Days - 1.19cph!

11 Years Ago
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
11 Years Ago
Added leave server debug print
11 Years Ago
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
11 Years Ago
Clear the position dirty flag!
11 Years Ago
Added profiler console commands
11 Years Ago
Build the server as a development version
11 Years Ago
World object physics are now networked properly (these will probably have to be turned off though)
11 Years Ago
Fixed shadow caster being visible under certain lighting conditions
11 Years Ago
Cleaning up
11 Years Ago
Fixed shadow caster water conflict, fixed server browser errors
11 Years Ago
Shadow caster shader Made first person players draw only shadows
11 Years Ago
Didn't save until I exited
11 Years Ago
Refined viewmodel class to work better with mechanim Axe viewmodel all working Melee attack working (probably)
11 Years Ago
Fixed some minor but annoying shader warnings
11 Years Ago
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)
11 Years Ago
Cleaned up viewmodels, added hammer viewmode, added test map for viewmodels
11 Years Ago
Loading screen fixes, cleanup
11 Years Ago
Changed how player angles are received and used
11 Years Ago
I prefer this naming scheme
11 Years Ago
Sorting out player world model animation
11 Years Ago
HistoricVector, HistoricQuaternion - history lerping storage
11 Years Ago
Added clothing prefabs Added pixelate shader Added player skin textures Added skinned multi mesh Added player animation controller (placeholder) Added player animations
11 Years Ago
Added first draft of grass and threading to the procedural terrain generation
11 Years Ago
Enhanced the seed based random number generator
11 Years Ago
Terrain grass mesh textures
11 Years Ago
Parallel.For utility class
11 Years Ago
Fixed warning regarding "global" class name conflict if referenced in code
11 Years Ago
Limit fps on dedicated server (to 60)
11 Years Ago
Send spawn message to visibility group - not to everyone
11 Years Ago
Organise received network entities
11 Years Ago
Fixed entity position lerp from 0,0,0 on enter pvs hid some variables Fixed fire not switching on when entering pvs
11 Years Ago
Unsubscribe from network messages when entity leaves PVS
11 Years Ago
Missed
11 Years Ago
Network visibility for testing - This is going to get a cleanup tomorrow - Maybe moving some of the more generic stuff into Facepunch.dll
11 Years Ago
Enabled fog, Added Ranged SSAO, Added dev texture
11 Years Ago
Added ores and wood piles to the spawn handler
11 Years Ago
Forgot to commit the tree prefab with script and collider
11 Years Ago
Fixed a bunch of warnings
11 Years Ago
Initial commit of the procedural stuff
11 Years Ago
First stab at an improved terrain shader
11 Years Ago
Tweaked terrain texture import settings
11 Years Ago
Moved protobuffers to their own dll Entity destroy messages
11 Years Ago
A regression happened that meant inventory wasn't being networked properly
11 Years Ago
Client fixes
11 Years Ago
Fixed oven, cooking Added burning flag Added OnItemChanged event for itemmodules to use
11 Years Ago
Fixed client errors
11 Years Ago
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
11 Years Ago
Time of Day update to 2.0.6 prerelease 1 Was forced to merge
11 Years Ago
Proper clientside rotation lerp
11 Years Ago
Override player network rotation with viewangles