199,298 Commits over 4,140 Days - 2.01cph!
Added GameAPI.Debug.Error(format, ...args).
Refactoring in preparation of the forest generation features Petur requested
Always allow the menu to be shown with escape, even on sleeping screen
Debug player state for wakeup bug
Added console toggle button.
Limited graphics.fov to between 60 and 80
Added rifle run animation. Animator parameters are now normalized. There's a problem with speeding the whole animator up. It's causes animations that don't need to be changed to speed up unecessarily.
Fixed default BudgetBoy paused screen to be centred.
Added material for terrain atlas shader testing
Generated terrain texture atlas for Diogo
Adding weapon animations.
updated player gesture source file
added player gesture anims ( surrender / hurry up)
Adjusted terrain atlas textures import settings
Force disabled PVT via script and changed default terrain material to Procedural-ATLAS; updated TerrainGenerator prefab
Updated layer masking to handle 4-channel specular
Changed some shaders to half precision across the board for some low-end love
Added atlas path to "Rust/Standard Procedural Terrain" in order to match the shader used in the menu scene
Deleted some seemengly unused shaders that weren't compiling
Switched atlas material to new standard/universal terrain shader; added matching BaseMap shader
Fixed terrain size being really tiny in the default procedural map
Toned all the specular down on new terrain material until it gets properly tweaked
Game list is now scrollable for when there's lots of games.
Forced prefab name generation to lower-case
Removed networked datatables + stringpool
Added GameManifest asset - which holds common strings
Changed HoldType to use an enum instead of strings
No longer need to LoadAll resources on startup (faster startup, less memory)
Protocol++
Avoid issues by lowercasing created entity names
Added the base for effects.
Add event hash to error report to avoid grouping similar errors
Error checking to radiation effect
Fixed PlayerEffects not playing (damage etc)
Tweaked the crazy strong env reflections, and reworked the hazmat suit.
New & old hazmat textures to art repo.
Tweaked hazmat boots spec.
Completed console for DevKit. Fixed text popups being visible on awake.
some animations for the oil lantern view model.
Added console toggle key bind, probably better as a key bind anyway so it can be changed. Removed some unused keybinds.
input manager didn't commit correctly
Fixed reset button, not sure how this even broke.
[ultimate_soldier] improved the way the AI aims
[ultimate_soldier] improved the way AI pick up guns
[ultimate_soldier] gun weight affects movespeed
Game list extends the full screen height
[ultimate_soldier] started working on civilians
Merge branch 'master' of github.com:Facepunch/arcade
- Refactored CameraController, split into a partial
- Added RTSCameraPro as an example of some more camera functionality
- Added CameraPath3
- Added Bird Flock
- Cleaned up Tree assets
- Removed redundant Season settings
[ultimate_soldiers] civilians move around too fast
Prefabs -> Update now rebuilds clothing collisions
Fixed some clothing bones not being registered properly, leading to warnings/errors in console
Moved UI related scripts from GameAPI.Unity to Assets.
Set ConsolePanel.MaxRows back to 20.
Merge branch 'master' of arcade
[ultimate_soldier] Tweaked level generation to ensure there are no dead ends.
Show os, branch and build time in branding
Don't update global html vars every frame (perf)
Maybe fixed wakeup bug
Fixed NRE in SpawnFilter when AI has no terrain (test maps)
Ordered arrays in GameManifest to diff better
Fixed broken leg on player preview
Player preview doesn't need to use chroma-keying anymore