110,898 Commits over 3,897 Days - 1.19cph!
Disabled server saving for resources for now
Fixed several issues in the resource prefabs
Fixed loading screen not showing for terrain generation
Maybe fixed terrain seed being wrong on client
Terrain Gen now updates loading screen
Terrain no longer initialized in Awake/Start (setup called from GameSetup/Bootstrap)
Made resource objects networkables (they're not really finished yet but fuck it)
Added Generated map as default
Fixed FindPrefabNames on Windows
Fixed water specular highlight in test scene
Fixed water specular highlight in procedurally generated scene
Added water to the procedurally generated scene
Made the test level use a custom water prefab and material so that we could reimport the Unity Standard Assets without breaking everything
Server entities should be destoyed using Kill() (!)
Player dies when outside ValidBounds
Entities get removed when outside ValidBounds
Added server_bounds prefab
Fixed server nullref error when client disconnect
Added component comments component - allows us to leave comments on prefabs
Added launcher info to EAC launcher
Fixed light source culling mask warning
Fixed resource_ore_metal prefab name
Added InstanceCounter utility class
Fixed console stuff not being echo'd
-tweaked some of the player animations
Changed message to not be derived from Stream. That was a stupid idea.
Switched Network from Packets to Messages (removed Packet)
- A bit more generic
- Uses Streams instead of Data[]
Added ConVarChanged event
Setting bool convar accepts more logical input
Updated DFGUI to latest
Added settings overlay (F2)
Where did those come from? I don't think they should be in here
Correctly marked Eoka pistol normal maps as normal maps
Added script to clear the color buffer in the first frame, after that only clear the depth buffer (see ClearFirstFrame.cs for the purpose of this)
Changed camera prefab far clip plane to 4000
Reverted the procedural scene camera far clip plane to the camera prefab default
eoka pistol animations ( attack / deploy )
Prepared the spawn handler for networking
Was forced to merge
Added support for LOD models
Made the water more fucked
Made the blood effect more obvious
Made the spawn handler load all its prefabs from the resources folder
Made the spawn handler use the new singleton base class
Improved singleton base class
Don't re-load the HUD when running the HUD level through GameSetup
Added player preview to the inventory menu
Added CameraEx (modifys the ambient light rendering for camera)
Added SingletonComponent MonoBehaviour base
Use spawn handler spawn points in levels that allow it
Added item module, wearable
Added red jacket
Added clothes textures
Wearables now get networked to other players
Can add stuff to wearables section of HUD
Should rebuild model on clothes swap
Added debug third person mode (F3)
Switching to different protobuf library (test)
Network messaging evolving to reduce gc, increase flexibility
Fixed normal mapping
Optimized fade value calculation
Added blend offset parameter
Added terrain tangent equation
Time of Day update to 2.0.7
TerrainUV frac call is no longer needed, so let's save those instructions
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin
Major texture mapping quality improvements
-last of the prone animations;
Moved all benchmarking to TerrainGenerator
Added BENCHMARK ifdefs to TerrainGenerator
Multiple tweaks and fixes for TerrainBlend
Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays
Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
Mesh blend shader tweaks and fixes