200,445 Commits over 4,140 Days - 2.02cph!
screen fade uses a tilemap
screen fade uses a tilemap
Sprite atlases are temporarily exported as .png files for debugging.
Sprite atlases are temporarily exported as .png files for debugging.
Merge branch 'master' of arcade
Merge branch 'master' of arcade
added instructions on menu stage
added instructions on menu stage
Implemented a custom texture packing algorithm so that the result is the same on all platforms.
Implemented a custom texture packing algorithm so that the result is the same on all platforms.
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Stopped debug atlas images being generated.
Stopped debug atlas images being generated.
Added a non-corrupted Test Game demo.
Added a non-corrupted Test Game demo.
Recorded a couple of uncorrupted Mazing demos.
Recorded a couple of uncorrupted Mazing demos.
player wont refresh anim after death
player wont refresh anim after death
Fixed errors with input state being null on disconnect
SkinnedMeshCollider triangle array errors
Tweaked sprite atlas generation algorithm to prioritize packing textures near the UV origin.
Tweaked sprite atlas generation algorithm to prioritize packing textures near the UV origin.
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Added non-corrupted demos.
Added non-corrupted demos.
Fixed HTML manager spawning twice
Changed HTML to 'OnDemand' mode
Removed player rigidbodies serverside
Fixed Radiation sphere trigger math
Added vis.triggers convar
Removed unused model mockup.
Removed unused model mockup.
Removed duplicate LOD group from cactus 5
Skinned colliders can no longer be convex
Fixed potential headshots creating an error
Fixed a bunch of compile warnings
Re-organised prefab folder
Everything that autospawns should now be in the autospawn folder
protocol++
Added Entity.GetSpriteOffset / Entity.SetSpriteOffset
Added Entity.GetSpriteOffset / Entity.SetSpriteOffset
Added safe error handling when a grass patch uses too many vertices
Changed ambient occlusion image effect order
Started a basic breakout clone.
Started a basic breakout clone.
Time of Day update to 2.1.2 prerelease 2
Disabled fog in horizon clouds
Updated sky prefab (smaller clouds, slower wind speed)
FIxed player skin being shiny as balls at night
Been fucking around all day to sort out UV matching up but finally figured out a good method. Do it in the face creation!
Mesh colliders for animals
Fixed animal pink skins