reporust_rebootcancel

58,697 Commits over 2,467 Days - 0.99cph!

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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7 Years Ago
Enabled fog, Added Ranged SSAO, Added dev texture
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7 Years Ago
Added ores and wood piles to the spawn handler
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7 Years Ago
Forgot to commit the tree prefab with script and collider
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7 Years Ago
Fixed a bunch of warnings
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7 Years Ago
Initial commit of the procedural stuff
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7 Years Ago
First stab at an improved terrain shader
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7 Years Ago
Tweaked terrain texture import settings
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7 Years Ago
Moved protobuffers to their own dll Entity destroy messages
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7 Years Ago
A regression happened that meant inventory wasn't being networked properly
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7 Years Ago
Client fixes
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7 Years Ago
Fixed oven, cooking Added burning flag Added OnItemChanged event for itemmodules to use
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7 Years Ago
Fixed client errors
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7 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
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7 Years Ago
Time of Day update to 2.0.6 prerelease 1 Was forced to merge
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7 Years Ago
Proper clientside rotation lerp
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7 Years Ago
Override player network rotation with viewangles
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7 Years Ago
Upped player position rate to 20hz
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7 Years Ago
Lerp the player's positions, updated tickrate
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7 Years Ago
Smoother player movement Fixed ClientInit being called multiple times
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7 Years Ago
Removed popup console window on client Fixed server error on invalid prefab drop Stopped excessive server logging
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7 Years Ago
Didnt' save
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7 Years Ago
Server browser tweaks, can join game now
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7 Years Ago
Capatalized HUD tabs because it looks cool
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7 Years Ago
Dlls from latest steam sdk, Dlls for 64bit win server/client
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7 Years Ago
Updated native lib
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7 Years Ago
64bit steam plugin
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7 Years Ago
64bit steam plugin
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7 Years Ago
Updated protocol version, servers now listed on master server
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7 Years Ago
Protocol roll
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7 Years Ago
Linux = all 64bit Windows Server = all 64bit
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7 Years Ago
OSX is 64bit
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7 Years Ago
Added a first set of the new rocks
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7 Years Ago
Fixed SteamSharp.dll throwing exceptions on 32bit OS X
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7 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
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7 Years Ago
Latest SteamNative.bundle, made everything universal 32 and 64 bit builds to debug the SIGILL issue further
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7 Years Ago
Module message (client -> server)
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7 Years Ago
Ignore OS X .DS_Store files
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7 Years Ago
Refactoring, simplification
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