200,154 Commits over 4,140 Days - 2.01cph!
Added lives and score to the Breakout clone, started highscore viewing / entry stage.
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Nuked some broken rock prefabs. Added new shader for fabrics (self illum and vertex color controller animation) wipppy wip wip
Fixed an error when packing an image with an odd number of pixels, and removed some redundant methods.
Fixed an error when packing an image with an odd number of pixels, and removed some redundant methods.
Tweaked how much demos affect screen glow so that overlayed graphics have more of an effect.
Tweaked how much demos affect screen glow so that overlayed graphics have more of an effect.
checking in all the fbx files now (tested that everything works so far), in case i break something later on when i change the player anim controller.
Adding models and textures for hazmat set. Still needs weights, but LOD are done.
Demos can now record sound playback events.
Demos can now record sound playback events.
Demo playback volume can now be specified.
Demo playback volume can now be specified.
Fixed WaterUpdate NRE's (probably)
Adding basic tshirt. LODs done, still needs weights.
Made sure all the fbx files are not importing any materials and they're using RustPlayerAvatar; set up the various parameters for the pistol/rock/torch anims
Additional shaders for clothing
Completed P2P voice chat, needs testing in multiplayer to make sure it works. Also added experimental shoutcast radio streaming.
Completed P2P voice chat, needs testing in multiplayer to make sure it works. Also added experimental shoutcast radio streaming.
Upgraded project to unity5b2
Added Atmospheric Blending; superset of BlendLUT doing temporal conditions across multiple latitudes/biomes
Fixed AM vector rendering code
Cleaned up Atm Blend and replaced BlendLUT in Main Camera prefab
Added a way to calculate voice speaker amplitude, can be used to animate the mouth of an avatar. Animated the speaker icon to display voice amplitude. Added push to talk for voice chat.
Server no longer spawns their own player, it had too many problems. It's now just a static camera.
Added a way to calculate voice speaker amplitude, can be used to animate the mouth of an avatar. Animated the speaker icon to display voice amplitude. Added push to talk for voice chat.
Server no longer spawns their own player, it had too many problems. It's now just a static camera.
Need to rename roadsectiontest it is now roadsection and that has been removed. Also removed the old road and testing classes.
Added mesh building at end cap and intersection. Need to tidy that up a bit.
UVs are stretched a bit which is shite. Got a new simple method though.
Get rif of gap artefacts.
Made animals rigidbody-free (hyper fast but makes them not-move in the test level and ghost through foundations)
Backup committing a few lookup tables.
Colour grading for TODs and biomes.
Temporarily deactivated the slightly broken horizon clouds.
Minor spec tweaks on skin.
added pistol/rock/torch animations to the player anim_controller; fixed a bunch of timing issues. (verified that player animations are working in the "TestLevel" scene)
-fixed the ikWeight settings on several of the animations. Added a couple of extra torso flinch animations to the state machine
added a couple extra torso flinch entries to the flinch array.
Mammoth imported. Trees reimportd with proper scale.
Mammoth rescale and first draft rig
check yo self before yo wreck yo self
improve the jumping animations (running jump looks more natural / also fixed how the landing occurs so it happens immediately when the player lands), tweaked the run animation for the rifle.
Updated the v_torch.fbx with the new torch model, also adding the new textures.
checking in the plate armor with fixes to the mesh, textures should already be up?
Updated the w_torch with the new torch and LODs.
Adding the torch max and textures files to rust_art.
Started work on game state serialization so that control may be passed between players.
Started work on game state serialization so that control may be passed between players.