200,269 Commits over 4,140 Days - 2.02cph!
Trying to replace the UI dll with the Standalone version.
Fixed A* Pathfinding Project's RecastGenerator so that it actually compiles for Unity 5.
Nuking A* Pathfinding Project.
Changed tundra rocks to the darker variant
Restored FogVolume for the main menu scene
Enabled HTML hardware rendering (test)
Fixed death intro not working
Fixed player_movement leak on death
Trying to delete and replace with Standalone version... doubt it will help, but this constant stream of jenkins failure...
And recommitting the version that I "know" is from the Standalone folder.
Working towards a GameScreen specific loading scheme for sub scenes. For now doing nothing specific towards this, but laying the groundwork.
Fixed ItemAction_Replace not working properly if the container was full
re-exported Burlap shirt with neckline ( I have a good felling about this one)
Re-made burlap_shirt prefab as it was causing the mesh to appear broken. Obviously some issues with updating prefabs in U5.
Added neckline to burlap_shirt LOD0
re-added collision component to burlap-shirt
Converted some decals to the standard shader
Converted some particle effects to the custom shader that isn't super bright at night
Added a Coroutine class to encapsulate started coroutines, with Suspend() and Resume() methods.
Added a Coroutine class to encapsulate started coroutines, with Suspend() and Resume() methods.
Entity.OnUpdate() now automatically advances any animations used by sprites within the entity.
Entity.OnUpdate() now automatically advances any animations used by sprites within the entity.
Added skinned mesh collider script
reverted burlap_shirt (did the same thing that I did earlier but didn't set the default material to Flesh)
Made straight line detection in biarc less sensitive
Made progress on procedural. Need to do branching checks.
Need to do proper road validation!
Created camera prefab
Added a new test island scene.
Started work on games pausing when control ends.
Started work on games pausing when control ends.
Tweaked HTML zoom
Tweaked belt bar
re-exported burlap shirt with clean hierachy & added lower torso mesh
re-made burlap shirt prefab & added skinned mesh collider
Fixed the colour mismatch on forest 4 billboards.
Games now pause when control is lost, and reset after 10 seconds.
Games now pause when control is lost, and reset after 10 seconds.
Refactored grass and decor systems to start spawning after calling Refresh()
Made grass and decor patches always snap to main camera, no need to move the game objects via script
Made Refresh() do a full rebuild if called after already being initialized (can be used at respawn)
Made TerrainGenerator.GenerateTerrain() call Refresh() on static and list decor
Made Client.OnClientFirstSpawn() call Refresh() on dynamic decor and grass
Going home.
Refactoring proc gen code for the new system.
Validation
Branching again.
Added game state saving / loading to SmashBlox, untested.
Added game state saving / loading to SmashBlox, untested.
Made static decor rocks get randomly scaled and flipped
Re-added forest rocks (no moss for now, but a slight brown tint)
Removed tons of rock hacks we had to do for Unity 4
Litter box alert: Added tiny clutter rocks to some areas (rock, sand, dirt, forests, underwater, ...)
Protocol++
thompson submachine gun view model rigged up; reload animation done.
Bunch of biome specific environmental parameters. For example, deserts are no longer super cloudy!
Slight snow biome colour tweak.
Reverted CoherentUI to software only (hardware acceleratred mode is laggy, wants vsync)
Re-enabled dynamic znear
- Zones now load sub scenes and acts like a "capsule" for managing everything concerning the explicit scene it's awarded. Since we have a ZoneManager around the Zones, this should be all nicely managed within the GameScreen now.
- Loading two sub scenes now by default, within Zones.
- Doing a stupid BoxCollider intersection test for all spawned zones. This won't work once we have more than two scenes (moving one unintelligently might cause overlap with the third, etc), so will need to move towards a smarter overlap-preventer-scheme. One step at the time though :-)
- For now we set up the boundaries of an "island"/"zone" on the root gameobject in each Working/ scene.
Forgot to add the BoxCollider required component to all the scenes.
Possible fix for duplicate highscores being logged.
Possible fix for duplicate highscores being logged.
Changed server highscore saving to save a file per game using the serialized highscore data.