200,604 Commits over 4,171 Days - 2.00cph!
Added some dirty dodgy menu and UI shit.
Renamed elevation to altitude in atmosblend, for consistency
Wetness masks now optional in std shader's wet layer to free up samplers
Made terrain an optional std shader layer, now more centralized
Added useful std layers to relevant std shaders
Added directional fade to terrain-blend shader where mesh and terrain normals converge
Added speed tree asset cleanup tool "Tools/Cleanup/SpeeTree Cleanup"
Made paths and rivers store height values when assembling the point lists
Doubled river vertex density
Increased maximum river trace distance
Some refactoring and cleanup
Tweaked the scale range of some river rocks
Splat improvements
Remove snow from paths
Tweaked bridge prefab to push it slightly further out of the ground
Made sure everything compiles, moved networking protobuf files.
Tweaked rock prefabs to push them slightly further into the ground
Holding shot button charges shot power
More Lidgren networking implementation.
Removed Unity 4 installation requirement from the premake script, added `pdb2mdb.exe` to `Resources`.
Fixed disconnect error and updated rust lib
Tweaked arid forest frequency and size
Updated game manifest
Protocol++ (network + save)
Fixed magazine loading null values
Added Interior.proto
Switched to forward rendering
Fixed the occasional bridge rotation weirdness
Fixed a warning (unused variable)
- More weapon, item and dual wielding changes/fixes/improvements
- Monster themed arena rough test level
Removed some unwanted underwater snow
Finished basic networking framework.
Merge branch 'net-lidgren' of arcade into net-lidgren
Tweaked monument spawn rules
Added `NetworkManager.TickRate`, fixed servers not adding newly connected clients to their client dictionary.
Shot power tutorial
Movement boost when running to hit
Fixed server compile error.
Added `Arcade.Shared` project.
added brackets to test court walls, added raked sand lightmap, combining scene