199,339 Commits over 4,140 Days - 2.01cph!
Created a fresh Unity project for Plastic, added folder structure. Going to take what I had in old project and add it piece by piece and make it multiplayer
Changed to use shader fog
Re-added chat
Fixed clicking inventory menu causing firing in game
worked further into bow view model
Other players now appear in the right clothes
Added OutputHandler - cenralized access to RegisterLogCallback
ErrorLogger now creates an error.html with errors
Fixed server compiling issues
-facial animation files (test);
Player jump animations (wip)
Added WIP racquet for Redneck character. Mesh and textures still need tweaks and adjustments.
Added a shit load of shit out of the Rust Reboot project. Need to go through it all to get how it works and change some stuff where there are dependencies to stuff I don't want or need.
Forgot to tick the fucking boxes. What a cunt.
Started working towards replacing old ProtoBuffer implementation with new, slimmer one
Fixed dropped items having no fallback model
Fixed client not getting destroyed on code reload (need to revisit this so we can actually edit code while playing)
Ignored .private.0 files and removed a bunch that got committed (goosey!)
Can now set convars from the launch options (+server.hostname "My Host Name")
Diagnose players apparently not being removed when disconnected + killed
Fixed ConsoleWindow singleton never being assigned
Fixed compiler warnings
Fixed player preview camera
Created test scene with networking... Created relevant base prefabs... Removed metabolism and inventory although I'll probably want to be adding them or simplified versions of them later on... Removed #STEAM... Working out how things work... Ready to start adding bits and pieces for on WiseGuys!
Rocket launcher with textures
Added text accessor property to loading screen class
Some nicer editor logging for the terrain generator
Was forced to merge
-tweaked the walk animations (so they cover more distance); removed the limp in the run animation
Water level ( 0 = not suberged, 0.5 = half submerged, 1.0f = totally under)
Different movement for underwater
Player Animation receives waterlevel variable
Changed ModelState to be non generated class
Added placeholder material for water surface viewed from underneath
Changed Water shader to CCW cull
WaterEffects changes the image effects according to whether the camera's position is underwater
Run garbage collection pre and post terrain generation
Added simplex noise class
Added terrain noise class
Testing some new terrain algorithms
Changed to Linear color space
A few ideas for AI structure
Daily merge from main branch
Made simplex noise code somewhat less ugly
Restructured terrain noise code
Improved terrain generator (still needs internal testing)
Made spawn handler use simplex noise
Removed perlin noise class since it is no longer needed
Removed noise parameters from terrain generator since they are now randomized from seed
Removed rigidbody from Water prefab - because it doesn't need it and it might fix server perf
Revamped effect system to be more user friendly, network properly
Fixed vectors/quaternions not being networked (!)
Fixed console command network encoding being fucked
Made seed in SeedRandom public
Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")
Moving as much Networking stuff as possible out of game code