branchrust_reboot/maincancel

30,351 Commits over 3,806 Days - 0.33cph!

10 Years Ago
Parallel.For utility class
10 Years Ago
Fixed warning regarding "global" class name conflict if referenced in code
10 Years Ago
Limit fps on dedicated server (to 60)
10 Years Ago
Send spawn message to visibility group - not to everyone
10 Years Ago
Organise received network entities
10 Years Ago
Fixed entity position lerp from 0,0,0 on enter pvs hid some variables Fixed fire not switching on when entering pvs
10 Years Ago
Unsubscribe from network messages when entity leaves PVS
10 Years Ago
Missed
10 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
10 Years Ago
Enabled fog, Added Ranged SSAO, Added dev texture
10 Years Ago
Added ores and wood piles to the spawn handler
10 Years Ago
Forgot to commit the tree prefab with script and collider
10 Years Ago
Fixed a bunch of warnings
10 Years Ago
Initial commit of the procedural stuff
10 Years Ago
First stab at an improved terrain shader
10 Years Ago
Tweaked terrain texture import settings
10 Years Ago
Moved protobuffers to their own dll Entity destroy messages
10 Years Ago
A regression happened that meant inventory wasn't being networked properly
10 Years Ago
Client fixes
10 Years Ago
Fixed oven, cooking Added burning flag Added OnItemChanged event for itemmodules to use
10 Years Ago
Fixed client errors
10 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
10 Years Ago
Time of Day update to 2.0.6 prerelease 1 Was forced to merge
10 Years Ago
Proper clientside rotation lerp
10 Years Ago
Override player network rotation with viewangles
10 Years Ago
Upped player position rate to 20hz
10 Years Ago
Lerp the player's positions, updated tickrate
10 Years Ago
Smoother player movement Fixed ClientInit being called multiple times
10 Years Ago
Removed popup console window on client Fixed server error on invalid prefab drop Stopped excessive server logging
10 Years Ago
Didnt' save
10 Years Ago
Server browser tweaks, can join game now
10 Years Ago
Capatalized HUD tabs because it looks cool
10 Years Ago
Dlls from latest steam sdk, Dlls for 64bit win server/client
10 Years Ago
Updated native lib
10 Years Ago
64bit steam plugin
10 Years Ago
64bit steam plugin
10 Years Ago
Updated protocol version, servers now listed on master server
10 Years Ago
Protocol roll
10 Years Ago
Linux = all 64bit Windows Server = all 64bit
10 Years Ago
OSX is 64bit
10 Years Ago
Added a first set of the new rocks
10 Years Ago
Fixed SteamSharp.dll throwing exceptions on 32bit OS X
10 Years Ago
Added a working OS X 64bit build, I'll try to fix the 32bit build next Moved the Test editor menu item to its own file
10 Years Ago
Latest SteamNative.bundle, made everything universal 32 and 64 bit builds to debug the SIGILL issue further
10 Years Ago
Module message (client -> server)
10 Years Ago
Ignore OS X .DS_Store files
10 Years Ago
Refactoring, simplification
10 Years Ago
More refactoring - this one breaks everything :)
10 Years Ago
Refactoring item system for simplicity
10 Years Ago
WorldItem (and deployable) now spawns, networks properly