200,807 Commits over 4,171 Days - 2.01cph!
Network data transfer test
Chat UI works, More UI fixes.
Added back SSAO Pro with a few modifications; cmdbuf mode for ordering + couple more params + bug fix
Replaced SESSAO with SSAOPro for performance until we find something better
Added PVT cache compression for DX11 targets for reduced VRAM footprint and bandwidth savings
Added Test/Compression/BlockCompression scene for real-time texture compression testing
Added "teleport playerA playerB" and "teleportome player" console commands ("teleport player" also still works)
Renamed teleporttome to teleport2me cuz that's how 1337 I am
fixed some instances where the player's hand would unnaturally stick to the weapon when it shouldn't be.
fixed error spamming about "Animator not initialized" when animals are killed.
added idle relax gesture for pistol
Fixed gamemenucommand "engine" exploit.
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FOR FUCK SAKE rebuilt prefab with correct model
FOR FUCK SAKE fixing material issue
Improved collisions on stairs and covers around quarry and pumpjacks so you do not have to jump
Updated the static mining quarry foundation to our new ones
Moved SSAO Pro one folder back
Fixed SSAO Pro component missing in Main Camera; restored settings
Updated remaining barrels prefabs, oil barrels have labels
Fixed terrain base map generation in d3d9 + other minor stuff
Added and assigned shader slots for ssao; testing on dev
Fixed Rust/Standard BlendLayer shaders in d3d9
Fixed having to press refresh to get a server list after switching to server browser
FOR FUCK SAKE more prefab update
added a 3rd person idle relax gesture for the 2handed sword
forgot boonie mat change :P
Added client.fps and server.fps console commands
Character line-up for renders assets.
Basic packet manager / dispatcher
Deleted old CS scripts
Can select character in online mode
- Mission select UI work
- Removed the skill point notification panel
transition to network game
No longer make all admins female (added dev.gender as a replacement for testing)
* Fixed some sounds PAKcked into the .bsp crashing when loading
* Fixed some compressed sounds PAKcked into the .bsp failing to load
* Fixed player_changename game event not working
Linked ammo and health UI
Removed legacy network RPC call, replaced with new transfer
Some final touches on barrels, for now
Fixed player shadow lagging behind, which made first person feel weird and laggy
- The highest area/level reached can now be tracked
- Mission select screen now picks a random mission type for the current area/level (only visually atm) and lets you start the level
- Adding mission type name as temporary mission description/story text