200,013 Commits over 4,140 Days - 2.01cph!
More work on the character controller
Added a slippery slope piece to the test level
Undone another one of Scott's crazy commits
Shark, whale, bear, WM update
Fixed server tracking code having a trailing space
Updated some decor and spawn filter rules
Updated gestures source anim
Added unarmed 'Dont shoot' player gesture anim
Refactored AILocomotion speed and direction controls
Updated animal speeds
Fixed ObjectInstance.PopulateFunctions() ignoring inherited members.
Fixed ObjectInstance.PopulateFunctions() ignoring inherited members.
Exposed some more members of types in the API.
Exposed some more members of types in the API.
Added overloaded operator bindings generation for structs.
Added overloaded operator bindings generation for structs.
materials and textures for all the special fx i did yesterday.
Added the ability to reference other JS source files that must be evaluated prior to the current one using hints:
//! require "source1.js" "somedir/source2.js" "../etc.js"
Added the ability to reference other JS source files that must be evaluated prior to the current one using hints:
//! require "source1.js" "somedir/source2.js" "../etc.js"
Merge branch 'master' of arcade into js-scripting
Merge branch 'master' of arcade into js-scripting
added teh strike effect to the v_hammer and v_torch attack anims.
Replaced TestJS with SmashBloxJS
Replaced TestJS with SmashBloxJS
rigged the salvaged_icepick and completed a deploy anim
Small change to the sun flare colour.
Added server -autoupdate command line
Added a maximum jump angle to player movement to keep people from jump-climbing up walls and trees
Changed sliders in F2 menu to not be terrible
Added shadow distance control in F2 menu
materials/textures for new muzzleflash effect
changed the thompson SMG muzzleflash particle system
Updated a few of the prefabs to use correct models/textures. Also edited a couple of models for better clipping. The beanie now uses correct textures and is skinned to the head bone.
added shell ejections to the thompson gun
added LOD component to the shell ejection
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3 speedtree forest types. Right now they have a bunch of redundant mats (one set for each minor tree variant) that we can collapse together later.
implemented a set for Animation.Frame
implemented a set for Animation.Frame
added Magnitude method to Vector2f
added Magnitude method to Vector2f
made Animation _progress a public property
made Animation _progress a public property
added NumFrames getter to Animation
added NumFrames getter to Animation
SteamNative OS X bundle cleanup