200,012 Commits over 4,140 Days - 2.01cph!
Slightly improved splat mapping
finished the last of the salvaged_axe view model animations
Updates to bota bag vm anim
Merge branch 'master' of arcade into js-scripting
Conflicts:
Games/SmashBlox/Main.cs
Merge branch 'master' of arcade into js-scripting
Conflicts:
Games/SmashBlox/Main.cs
Updated left & right arm flinch anims
Made ClearFirstFrame always execute in edit mode if not playing
salvaged hammer rigged up
Tweaked SmashBlox countdown animation.
Tweaked SmashBlox countdown animation.
Merge branch 'master' of arcade into js-scripting
Merge branch 'master' of arcade into js-scripting
Tweaked biome distribution (more snow, less tundra)
Added a dev grey material with grid texture. Tweaked some of the PlayerController speeds.
PVT base pyramid no longer using managed resources and is now uncompressed;
Eliminated PVT base map cpu creation steps; looking to fix out-of-mem crashes
Base terrain PVT shader now also fetches from VT cache; zoom now works again
Installscript for Rust Windows
Players are teleported to the game machines controller origin. Updated Bolt to latest version.
Players are teleported to the game machines controller origin. Updated Bolt to latest version.
Undoing changes in ClearFirstFrame (causing black screen)
Almost ready to start testing JS.
Almost ready to start testing JS.
Fixed scissoring being unreliable, added new constructors to RectX structs: RectX(Vector2x origin, Vector2x size).
Fixed scissoring being unreliable, added new constructors to RectX structs: RectX(Vector2x origin, Vector2x size).
Merge branch 'master' of arcade into js-scripting
Conflicts:
Unity/Assets/Materials/CabinetScreen.mat
Merge branch 'master' of arcade into js-scripting
Conflicts:
Unity/Assets/Materials/CabinetScreen.mat
Updated the grass system
Replaced spawn filter min/max cutoff values with a threshold value
Fixed random sand getting mixed into biome transition
Tightened biome transitions
Proxy cabinets pause their game when control is lost, this allows everyone to have their game reset if no one resumes control when the time runs out.
Proxy cabinets pause their game when control is lost, this allows everyone to have their game reset if no one resumes control when the time runs out.
Smooth camera controlling for Land View implemented. Added a hack right now for Free View, and Unit View is not yet implemented.
[memory_dungeon] card flip anim scissoring
[memory_dungeon] card flip anim scissoring
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of github.com:Facepunch/arcade
Scene cleanup and some tweaks.
Added icon, branding and replaced cursor. Tweaked prefabs.
Transfer game state data is uploaded when the player requests to leave a game instead of when they locally lose control of the game. This is so the server can check they are currently controlling the game before broadcasting the state to everyone else.
Fixed SmashBlox demo.
Transfer game state data is uploaded when the player requests to leave a game instead of when they locally lose control of the game. This is so the server can check they are currently controlling the game before broadcasting the state to everyone else.
Fixed SmashBlox demo.
Compile error fix, might be wrong
Undone compile fix (upgrade to u5b3)
Diagonal edge scroll movement.
Added a timeout of the edge scrolling when performing a grad. Change the parameter under Edge Scroll of Camera Controller.
Added a smoothing function to the edge scroll timeout on grab, so that the edge scroll timeout isn't a on/off but rather a smooth transition from 0 to 1.
Arcs are now reverable as well.
Crash detection, extract + clean up stack trace so grouping works properly in Sentry
Fixed bug with arc preview fucking up when it needs to be reversed.
ALL tangent cases are now computed. Could do with dotting them so that I can clamp them.