199,605 Commits over 4,140 Days - 2.01cph!
[block_party] sad block drops tears
[block_party] teardrops splash on other blocks and ground
[block_party] reworked homing fireballs
[block_party] smile block can turn invisible
Animals now spawn hydrated
Upgraded BaseMetabolism.cs to use newlines
Player prioritises network updates to themselves
Debug spawns and hurts when developer > 1
Don't show all the building component templates at 0,0,0
Fixed bear skin not having a protection property
Reverted insane change in Spawnable (/cc zon)
Added spawnhandler stuff to report command
Added a `Scale` field to CabinetScreen that controls the size of the virtual CRT display after projection on its sphere.
Streamlined the screen reflection shader so that it doesn't branch when testing if the screen can be reflected.
Some performance related tweaks.
Added a `Scale` field to CabinetScreen that controls the size of the virtual CRT display after projection on its sphere.
Streamlined the screen reflection shader so that it doesn't branch when testing if the screen can be reflected.
Reverted terrain shaders back to specularity, instead of specular color, for terrain; saves ALU + saves storage + no metals; this time it's final
Added back deferred shader override with specular micro-occlusion awareness; now globally consistent and non-destructive across other standard materials
Updated all terrain materials affected by these changes: legacy, atlas and pvt
Made the menu scene 16% more interesting.
Removed old replay system, added support for players, ball and effects
Small fix for the super spec hammer.
Fixed time/date not progressing
Rewrote the screen reflection shader to be a bit less insane.
Fixed screen reflections being visible in the most physics-defying cases.
Tweaks to the reflection shader & game test scenes.
Simplified how PlayerMetabolism is synced and saved.
Merge branch 'master' of github.com:Facepunch/arcade
Some completely unnecessary optimization of the CRT & screen reflection shaders.
Added a replay camera, bit more work on the replay system
Attempt to make sure games always run at the correct frame rate.
Merge branch 'master' of github.com:Facepunch/arcade
Removed unnecessary `#pragma` from CabinetScreen.shader
Updated custom deferred lighting to avoid embedding diffuse occlusion in reflectance
Moved pvt async pre-pass render threading code to script; trying to keep mono happy
Fixed pvt not working on OSX
Moved pvt async pre-pass render threading code to script; trying to keep mono happy
Fixed pvt not working on OSX
Updated my copy scripts
Merge branch 'master' into ovr
Conflicts:
Unity/Game/Assets/Materials/CabinetChassis.mat
Unity/Game/Assets/Prefabs/LegacyCabinet.prefab
Unity/Game/Assets/Shaders/ScreenReflect.cginc
Unity/Game/Assets/Shaders/ScreenReflect.shader
Animals now only partol 60% of the time.
Merge branch 'master' of github.com:Facepunch/arcade