200,687 Commits over 4,171 Days - 2.00cph!
Skin colour is based on steamid
Got rid of the `Arcade.dll` project entirely, fixing networking initialization (???)
Merge branch 'net-lidgren' of arcade into interior
Begin playback in Start instead of Awake on SoundPlayer so sounds start after EffectAudioPerspectiveSwitcher does it's thing (temp fix until I implement a more general solution for adjusting sounds before beginning playback)
Added conditional logic for all roof blocks
Fixed standalone builds of the Arcade.
Moved most protobuf schema definitions to be inline, started work on client side spawning.
Wired up TENN win / lose anims
Smash loop now loops!
Smash added to anim controller
Merge branch 'net-lidgren' of arcade into interior
More client side spawning work.
Merge branch 'interior' into net-lidgren
Conflicts:
Unity/Arcade/Assets/Scenes/NetworkTest.unity
Merge branch 'interior' of arcade into net-lidgren
Reverted Igor scale
Started porting over anims and building a new controller
Started work on player controller, spawning networked entities mostly working.
[zombies] stat lvl up effect
- Ported ProcessedTexture util and related files from Rust
- Tweaked SkyDome light properties
- Cleanup and improvements to influence map stuff
- Added dynamic shadow distance based on player distance to ground
[zombies] soldiers get stat experience for doing different things
- Some building placement work towards wall stuff
Rock & cliff prefab finalization 1/2
GI Bake setting should fix build crap
Added Igor racket & textures
Fixed protobuf class generation if the project path has spaces in it.
Removed unnecessary references of `GameAPI.dll` from `Arcade` scripts.
Restructured `Unity/Arcade/Assets`.
Maybe fixed the footsteps not working.
- Added monster arena level to port menu
- Monster arena white box
Strip Unity / ST tree component from server builds
Greatly reduced serverside tree collider counts
Finished basic player controller movement / mouselook.
Minor iceberg spawn filter fix
Fixed newconnection read error.
Added crouching to `PlayerController`.
Stone pickaxe view and world model with LODs.
Basic networked player state updates implemented.
Added specular/smoothness to the skin shader, tweaked for more skin colour variation
Added sewer hole and water jets courts to test court, tweaked lighting, added water grating and animations
Basic interpolation of player state.
Head texture swapping based on steamid
Fixed player angles interpolation.
Added Blade Symphony icon
Added StandaloneWindows64 build of the networking test.
Added Windows x86 build of the networking test.