reporust_rebootcancel

57,635 Commits over 2,406 Days - 1.00cph!

7 Years Ago
Fixed server compile
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7 Years Ago
re-uplaoed fbx & .meta file
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7 Years Ago
deleted old fbx & .meta because of issues overwritting
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7 Years Ago
Made procedural terrain generation somewhat async and moved it into a coroutine Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
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7 Years Ago
Fixed trees spawning in lakes Beautified distribution update code
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7 Years Ago
Fixed DDraw errors when shutting down
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7 Years Ago
Can now pick up world items World item menus show properly World item now run clientside stuff
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7 Years Ago
Removed debug
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7 Years Ago
hatchet now uses an attack -> HIT -> play anotehr animation model hatchet now `strikes` based on an animation event Added animation events class Added DiDHit to HitInfo
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7 Years Ago
Split procedural terrain generation into multiple files Made splatmap generation thread safe and parallelized it Enhanced calculation of the detail object distribution Added possibility to add detail types for any splat value Added forest placement based on perlin noise to spawn handler Made terrain generation seed static Restructured and optimized some code
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7 Years Ago
Added stone axe, bolt rifle
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7 Years Ago
Left amplify motion in debug mode :S
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7 Years Ago
Fixed shadow caster getting amplify motion effect Tweaked amplify motion effect Tweaked fog settings Updated AmplifyMotion to latest
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7 Years Ago
Enable amplify on built skinned meshes
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7 Years Ago
Console system is networked Refactored some stuff
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7 Years Ago
Updated libs for 32bit server prefab file didn't commit
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7 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
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7 Years Ago
Added leave server debug print
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7 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
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7 Years Ago
Clear the position dirty flag!
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7 Years Ago
Added profiler console commands
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7 Years Ago
Build the server as a development version
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7 Years Ago
World object physics are now networked properly (these will probably have to be turned off though)
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7 Years Ago
Fixed shadow caster being visible under certain lighting conditions
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7 Years Ago
Cleaning up
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7 Years Ago
Fixed shadow caster water conflict, fixed server browser errors
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7 Years Ago
Shadow caster shader Made first person players draw only shadows
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7 Years Ago
Didn't save until I exited
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7 Years Ago
Refined viewmodel class to work better with mechanim Axe viewmodel all working Melee attack working (probably)
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7 Years Ago
Fixed some minor but annoying shader warnings
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7 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)
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7 Years Ago
Cleaned up viewmodels, added hammer viewmode, added test map for viewmodels
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7 Years Ago
Loading screen fixes, cleanup
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7 Years Ago
Changed how player angles are received and used
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7 Years Ago
I prefer this naming scheme
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7 Years Ago
Sorting out player world model animation
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7 Years Ago
HistoricVector, HistoricQuaternion - history lerping storage
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7 Years Ago
Added clothing prefabs Added pixelate shader Added player skin textures Added skinned multi mesh Added player animation controller (placeholder) Added player animations
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7 Years Ago
Added first draft of grass and threading to the procedural terrain generation
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7 Years Ago
Enhanced the seed based random number generator
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7 Years Ago
Terrain grass mesh textures
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7 Years Ago
Parallel.For utility class
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7 Years Ago
Fixed warning regarding "global" class name conflict if referenced in code
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7 Years Ago
Limit fps on dedicated server (to 60)
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7 Years Ago
Send spawn message to visibility group - not to everyone
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7 Years Ago
Organise received network entities
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7 Years Ago
Fixed entity position lerp from 0,0,0 on enter pvs hid some variables Fixed fire not switching on when entering pvs
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7 Years Ago
Unsubscribe from network messages when entity leaves PVS
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7 Years Ago
Missed
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7 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
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