200,087 Commits over 4,140 Days - 2.01cph!
[memory_dungeon] not much, just card flipping
Fixed NRE in BaseCorpse.Save
Added BaseEntity.IsValid
Fixed NRE in Builder module
[memory_dungeon] color tweak
[memory_dungeon] color tweak
Added @garry 's ScenesToPrefabs script.
Global message "ClientDisconnect" is send to everything when client is disconnecting from server
Made animals forest-only again (let's balance forest sizes etc instead now that we're on Unity 5)
Adjusted animal sense parameters
Tweaked AI ticking (not horrible anymore, but not perfect either - performance testing)
Made behaviour tree actions no longer instant
Ignored behaviour tree frequency (load balancing now exclusively being done by AI handler)
Added more profiler samples to AI
Fixed dead players not leaving the server when disconnected
Fixed player still visible when ragdoll is created
Implemented Arc AABB creation and roadsections are now IContainable.
Need to make Arc intersections tests.
Need to handle updates.
Need to make them all ISnappable.
Started work on adding methods to render various primitives.
Started work on adding methods to render various primitives.
updated burlap LOD0 torso to include neck geometry
Reorganised scene folders. Added SceneSaveHook.cs to handle runtime scene saving and cleanup and build scenes management.
Added trigger to ignore terrain collision to TestLevel
Added readme for scenes folder
Added collider property to TerrainMeta
Fixed TerrainCollisionTrigger gizmo
Auto saved runtime scenes now go into Scenes/Runtime/Islands to match the working directory structure. Updated readme.
Split BudgetBoy.Graphics into several files.
Split BudgetBoy.Graphics into several files.
Made some more nature assets use the new standard shader
Deleted some old unused assets
Implemented Graphics.DrawPoint(s)
Implemented Graphics.DrawPoint(s)
Added server side saving of highscores to file. Game machines are sent the servers current highscore state on init. HighscoreSubmitted event now sets the highscore for all game machines of the same game type.
Added server side saving of highscores to file. Game machines are sent the servers current highscore state on init. HighscoreSubmitted event now sets the highscore for all game machines of the same game type.
Going home.
Still doing containable and snappable shit to re add procgen.
Implemented Graphics.DrawLine(s)
Implemented Graphics.DrawLine(s)
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Implemented Graphics.FillRect
Implemented Graphics.FillRect
Started work on deathscreen
Fade into deathscreen (wip)
Randomly drop held item when killed
Switch to third person when killed, rotate around ragdoll
Hide viewmodel when dead
Fixed local player ragdoll being crazy fucked up on spawn because of their local collider
Tried to fix ragdoll LODS, but I don't think it's working that great - will revisit
Reverted Alex's broken burlap shirt commit
added lean left/right animations for all of the player holding weapon animations.
Implemented Graphics.RenderPointsFromStream
Implemented Graphics.RenderPointsFromStream
Added particles to SmashBlox to test Graphics.DrawPoints
Added particles to SmashBlox to test Graphics.DrawPoints
Some extra effects added to SmashBlox.
Some extra effects added to SmashBlox.
Implemented Graphics.RenderLinesFromStream
Implemented Graphics.RenderLinesFromStream
Latest GameAPI.dll and fixed drawing lines of thickness > 1.
Latest GameAPI.dll and fixed drawing lines of thickness > 1.
Refactored the Screen/Scene loading mechanics a bit. Now loading scenes from Runtime works perfectly, both from startup scene, or any other scene (whether they're part of a Screen that only have a single Main Scene, or a Screen that holds multiple Sub Scenes as well). There's a strange bug when loading from the Working directory right now in that it loads a scene id with -1 the index actually specified for Main and Sub scenes... Will try a fix next that replaces int id loading for string name based Level/Scene loading.
Implemented Graphics.FillRect