199,601 Commits over 4,140 Days - 2.01cph!
Slight tree mat and LOD fixes.
Exposed GameBase.IsScoreHighscore
Improved NavAgentMoveRandom a little. Removed some old prefabs.
Fixed Impala movement animations and tweaked controller settings
Added automatic mesh cloning to TerrainBlendObject; fixes issues with multiple objects sharing same mesh
Removed deprecated normal generation code inside TerrainBlendExtension; faster initialization now
Now updating blend shader constants in edit-mode when changes happen in TerrainBlendExtension
Added controllable tint per splat TerrainBlendExtension.Instance.SplatN_Tint variables (auto udpated by TerrExt)
Cleaned up parts of terrain blend shader code; now reusing more code for both terrain and mesh cases
Proposed Standard Terrain shader now also works without TerrainBlendExtension component added to terrain object
Fixed bug in HardMix splat blending causing some bad transitions; now much closer to original linear blends
Improved HardMix curves by fetching bicubic control sample instead of average control
More highpass textures. Island1 updates. Removing some old utility scripts.
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Fixed some clipping and seam issues on the Hazmat jacket. Added Small Stash models, mats, and prefab.
Less crazy god-rays during night time.
Giving directional fog another chance at life, now that we have fogged water reflections.
[ultimate_soldier] think i finally fixed bodies overlapping walls
Made god rays utilize depth values again (Petur... stahp)
Time of Day update to 2.3.0 prerelease 3
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Fixed albedo/diffuse blending
Fixed Splat Tints and UVMIX shader params not set on the global scope; required by BlendWidthTerrain shaders
Added terrain-mesh blending of diffuse and specular colors
Now saving a reference mesh to keep sharedMesh updated with latest import; ATM requires manual disable/enable component to update
Fixed customMesh not getting serialized
Tinkering with WorldManager and SeasonManager
Fixed terrain blend seam transitions; per-vertex normal just didn't cut it, brought back terrain normal map initialization
Added grabTerrainDiffuse toggle to terrainBlendObject; uses terrain diffuse across the entire surface but still blends the normals
Added reload mesh button to terrainBlendObject inspector
changed the sound distances on several of the sound effects (footsteps / bullet impacts/ etc..). Set all viewmodel sounds to 2D
SeasonManager now updates materials via TerrainBlendExtention
[ultimate_soldier] soldiers drop gun when shot
[ultimate_soldier] fixed that white line on the first frame
Forcing terrainBlendObj to material properties on inspector edit
[ultimate_soldier] guns collide with walls
Added player flinch anims
[ultimate_soldier] guns on ground highlighted when youre touching them
Added first version of snow overlay to terrainBlendExt; could move to a weather control
Removed missing trees from testlevel (fixes editor crashing)
Don't bother with steam auth if in editor
Rnamed Animator to AnimatorEx (fixes warning)
Implemented basic documentation generation for struct bindings.
fixed Controls.Start not working
Merge branch 'master' of github.com:Facepunch/arcade
About to start generating to gh-pages.
[ultimate_soldier] guns cant go out of bounds
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of github.com:Facepunch/arcade
Added submodule for docs.
Debug info for player wakeup bug
Made snow texturing independent from terrain using triplanar projection
Moved snow code to Weathering.cginc; removed deprecated code
Fixed unshaded output
Commiting because apparently I have to now? Plastic wat.