200,687 Commits over 4,171 Days - 2.00cph!
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
Merge branch 'net-lidgren' of arcade into interior
Increased min view distance from 50 to 250 to prevent nightvision trickery
Fixed resources spawning on cliffs
Reorganized some decor folders
Cleaned up the networking framework.
Fixed a couple of script errors after cleanup.
Merge branch 'net-lidgren' of arcade into interior
fixed animations on test court tracks, changed lighting, starting on skybox and ground materials
tweaked test_court wall positions
Added Igor.fbx to characters folder
Twig rooftop polish (with alpha masked hay textures)
Closed meshes wall.corner stone, wood
Added conditional models for wall.low corners
Prefab material ID fixes, cleanup
Added textures & materials for Igor
Updated tutorial
Switched score panels to main UI handler
Igor is in the anim viewer
started base networkobject and add a little test for it.
Part way through assigning IDs to Networkables.
Updated Igor.fbx ( will most likely break prefab due to some bone name changes) & source rig
Refactored splat and biome maps to natively support bit masks in their getters
Refactored the way terrain colors are sampled to support one color per splat per biome
Updated all TestLevel bakes
Removed phantom meta file, fixed premake script missing commands to copy `ICSharpCode.SharpZipLib.dll`.
Merge branch 'net-lidgren' of arcade into interior
Fixed `IdentifierSet` implementation.
Added floor and wall textures
Assigned Marmoset shaders to char04. Added char04 to Cloud City Marmoset scene. Scaled char04 to 1.3 in animviewer and Cloud City Marmoset scenes. Renamed materials. Deleted unused char04 materials.
Atmospheric improvements, scene stuff and file cleanup.
Finished basic Networkable implementation.
Merge branch 'net-lidgren' of arcade into interior
made some improvements to the torch fire f/x; tweaked the deploy on the salvaged axe
Changed fog mode in procedural map
Moved arcade-specific cabinet code out of `GameAPI.Unity` and into `Unity/Arcade/Assets/Scripts`
Started separating room geometry generation and editor logic
More script restructuring.
Added editor toolbar back in
Merge branch 'net-lidgren' of arcade into interior
Added room height saving and loading to protobuf