200,024 Commits over 4,140 Days - 2.01cph!
Re-imported scene mesh and re-linked materials (mesh was out of sync bug)
Added tall grass with animated shader
CRT and screen reflection shader refactor.
Minor fix for the screen reflection shader.
Reflection shader now interprets the B component of a normal map as an occlusion map.
saved grass to max scene, checked in shader
Added Ape smash & source anims
Updated Unity Standard Assets (now SampleAssets) to b14
Can we stop overriding parameters of cross-scene prefabs per-scene unless it's actually required? :X
Bunch of missing meta files
Fixed crosshair missing sprite
Locks now have deployment guides
Fixed hammer highlight not drawing walls properly
[block_party] blood particles when player squished
Switched console to UnityUI
Fixed block health network order weirdness
Throw error if SkinnedMeshCollider has no SkinnedMeshRenderer
[block_party] pressing sides of blocks now works much more reliably
sleeping / wakeup animations for the bear / boar / chicken
[block_party] improved player run cycle
[block_party] added a bit of screenshake
[block_party] added dust particles for block impacts
Screen glare lights now change intensity appropriately when the screen's brightness changes.
Fixed a possible NullReferenceException.
Temporary fix for light leaking out of the back of cabinets.
Updated water to latest version
Fixed water reflections being darker than intended
Scaled up water plane to always reach to the far clip plane
Tweaking event schedule to make sure we don't have multiple running
Reorganised the GameAPI.Unity, adding a GameAPI.Unity.DevKit and GameAPI.Unity.Arcade
Renamed Unity/Game/ to Unity/Arcade/
Adding AK, textures and lods
Documentation updated during deployment build 5a30171a-1913-43b9-8df0-04f1475a5b59.
Documentation updated during deployment build 5a30171a-1913-43b9-8df0-04f1475a5b59.
Fixed some remaining issues after the namespace change.
Post-build deployment, GUID: c14dff46-7fe6-47aa-b0b3-36def68ef7e0
Fixed the corner meshes to use notch and pass, simplified some textures, aged the exterior texture
fixed some zfighting on pillar in some cases, added a proper floorboard texture for floors/ceilings
Deleted empty folders in Standard Assets
updated anim events for Ape forehand
added new net shader (uv scrolling currently not working, shaderforge bug) added new court floor shader for ian
Checking in the new roof prefab idea, all pieces in and waiting for implementation ~~ @garry
Added very quick Ape forehand body shot
Added a shitload of props from the asset store that we intend to be placeholder but will probably never get changed
Small radtown scene2prefab
Added WW court and new image effects so main project matches the art test project. Changes to the camera handler
re-exported grating as seperate elements to fix draw order issue
updates to Ape forehand body shot hit position
Fixed the LegacyCabinet prefab after having renamed some MonoBehaviours it used.
Added progress bar to "Tools/Update/Terrain Normal Maps"
Backported useful Time of Day tweak for per-pixel fog from the latest release (can't update due to b14)
EntityComponents can define menus too
Added basic loot crates to radtown test
Changed ResourceContainer to use EntityMenu instead of OnUse