200,680 Commits over 4,171 Days - 2.00cph!
Revert "Changed `Arcade.Interior.Vector2i` to `GameAPI.Vector2I` in `Interior.proto` to fix a compilation error."
This reverts commit 380271460a345e55308c48c79a76582fe078562e.
added dynamic walls to test_court environment, assigned correct materials, set temp lighting and skybox, staring to bring in court pieces
Changed all remaining terrain normal splats to normalmap import type; changed all to compressed
Added vertex normal toggle to std legacy terrain shader
Removed phantom meta file.
Removed giant collider from warehouse
Added fallback icon to terrain paint
Added HorizontalAttribute to draw things in the inspector horizontally instead of vertically
Removed all entity classes and references
Part way through implementing a networked message passing system.
Scaled down C4 damage to be in line with the new healths
Setting NWVars clientside before they have been set serverside is now properly supported
Fix radiation sounds not playing
Use the correct sound template for the cargo plane loop
Water, river and rock stuff.
Tweaked position of lock on top tier door
[zombies] fixed some bugs with how zombies evaluate whether they should attack a structure
Don't update reverb/highpass falloff every frame + additional sound profiling
Updating the base entity stuff.
added particle effects for footsteps/bullet impacts in water. fixed a bug with the blood impact not removing itself
[zombies] sometimes zombies will attack a wall if an existing entrance exists but is far away
cleaned up court sand lightmap psd
Merge branch 'master' into net-lidgren
Finished `Arcade.Networking.ProtoBuf.MessageTable` class.
Can now specify hard-coded message identifiers in protobuf schema files. Message identifiers are now sent using a variable length encoding.
Now using ProtoBuf encoded payloads for messages.
added megafire hose wires to test court
Added BlendTexture class that blends two textures together (replaces BlentLUT)
Added all functionality of AtmosphericBlend to Climate (blending now uses biomes)
Removed AtmosphericBlend and BlendLUT
Started moving over room editor code
Moved over content and prefabs needed for room editor
Fixed walls not using the type from the saved data
Extracted Marmoset nodes for Shader Forge use.
Added a generic base class for processed textures
Added BlurTexture class (because why not)
Added Vector2i and LineSegment2i to Arcade.Math instead of Arcade.Interior
Added using Arcade.Math to scripts that need it
Implemented basic client connection process, including message table synchronization.
Merge branch 'net-lidgren' of arcade into net-lidgren