199,201 Commits over 4,140 Days - 2.00cph!
NPC death logs now include the creature's age and what weapon killed it.
Subtracted last commit because it had scene changes.
Reapplied NPC age and murder weapon logging.
fixed the ak47 prefab. (it no longer reloads after every shot :)
fixed out of order usage of RaycastAll in DropToGround
fixed bug where corpses would disappear regardless if it took damage/was being looted
corpses of objects killed by beartrap will hang around a looong time
tweaked AR recoil
Fixed splat terrain modifier introducing some NaN values to the splatmap in certain cases
Log errors if the heightmap or splatmap contain NaN values when calculating the world checksums
Reduced animal attack range.
Animals now slow down while turning.
- Renamed SceneHolder to Scene
- Added Events manager skeleton
- Nuked several redundant utility classes
- Re-wrote PlayerCameraControls
Foraging now has a separate duration property.
Stag now flee half as far.
added boar idle/walk/run animations for various states ( tired / angry )
added boar and wolf flinching (stationary / moving)
fixed some issues with the bear anim controller.
Devlist and legacy terrain debug files.
- Updated Behave to 2.5
- Upgraded Protobuf-net to full unity 622 (with Behave support)
- Misc Log touchups throughout codebase
- Implemented GameSaveData external project that generates a protobuf dll for Plugins/Before/
- Implemented GameDataSerializer, for AOT support, the generated dll also copied into Plugins/Before/
- Wrote a save/load test when GameManager awakes.
Added splat modifier placement and anchor placement to TerrainModifierGenerator
Updated radtown_small3 scene (not the prefab yet)
made corpses invulnerable to bullet damage
Fixed base normal not active on legacy terrain shader
Tweaked some normal map settings
- Added back in Behave's r622 CoreOnly dll of protobuf-net.
- Disabled the r622 Full/unity dll of protobuf-net.
- Rewrote the ProtoLoader to get disabled when using the CoreOnly dll of protobuf-net.
- Game now works again.
Building stone skins meshes/textures/materials/prefabs
- Camera fixes and settings tweaks
- Added "Follow Selected Unit" button (bound to F)
made torch light less pink
Minor path edit to my savefile path.
Fixed barrels respawning until they took over the whole world
Barrels die properly when killed
Added a warning message when attempting to compile a game when no C# compiler is found. arcade-issues/issues/9
Added a link to the Mono downloads page in the Getting Started tutorial.
fixed codelock not showing status in green/red
small storage is now default blueprint
bear trap is now snap trap
can no longer craft vagabondjacket + assaultrifle by default
updated cupboard icon
fixed codelock not showing status in green/red
small storage is now default blueprint
bear trap is now snap trap
can no longer craft vagabondjacket + assaultrifle by default
updated cupboard icon
Fixed disposed game instances still being used when an attempt to switch to a new game fails.
Documentation updated during deployment build 95b32a31-bad1-46ff-ac45-f07a81b40535.
Documentation updated during deployment build 95b32a31-bad1-46ff-ac45-f07a81b40535.
Added editor baking support to all terrain map extensions (WIP)
Post-build deployment, GUID: b1561dd8-7a5b-47c8-8b80-9e13d79d03cf
Retired TransformChangeMonitor
Added EntityTransformNetworking component
NPCs now call TransformChanged() manually
Players now call TransformChanged() manually
- Added PlayerCameraEffects to control post FX associated with various camera functionality (e.g. following a Unit)
Fixed lootable corpse not dropping some of it's contents on death
fixed issues with torch controller ( was selecting wrong anims & length of blends were causing issues between states)
Updated Torch vm anims
Reverted testlevel to non broke version
Post-build deployment, GUID: 16ee3084-8a64-4ac4-a039-d58a3483bf2b