199,317 Commits over 4,140 Days - 2.01cph!
Fixed DevKit audio panning.
[ultimate_soldier] new desert eagle aimer
Merge branch 'master' of github.com:Facepunch/arcade
[ultimate_soldier] centered sfx panning
[ultimate_soldier] made shotgun sfx less deafening
[ultimate_soldier] sfx panning relative to player
Improved VertexPainter gui control/window handling
Painting Disc gizmo now only shows up when painting
Added console warning when a mesh selected for painting is missing a MeshCollider
Started work on a console panel.
Trying different animation
Fixed array bounds error in BuildingBlock
Fixed NRE in gameconfig
If reporting error without a stack trace, try to generate one
Check and throw specific errors when viewmodel animation state missing
Repory architecture with errors
[ultimate_soldier] added sawedoff shotgun
Added audio convars
Added AdioMixer
Slowed hammer repeat rate
Merge branch 'master' of github.com:Facepunch/arcade
Better animations now in.
More work on console; lines are now pooled, non-pooled lines are correctly destroyed.
Swapped out shitty sand footstep sound
added footstep sounds to mixer
Fixed bone knife building/damage/gathering
Fixed reflection toggling not turning off terrain rendering
Changed anim timings so that their speed is normalised to 1m/s.
Added GameAPI.Debug.Error(format, ...args).
Added GameAPI.Debug.Error(format, ...args).
Added GameAPI.Debug.Error(format, ...args).
Refactoring in preparation of the forest generation features Petur requested
Always allow the menu to be shown with escape, even on sleeping screen
Debug player state for wakeup bug
Added console toggle button.
Limited graphics.fov to between 60 and 80
Added rifle run animation. Animator parameters are now normalized. There's a problem with speeding the whole animator up. It's causes animations that don't need to be changed to speed up unecessarily.
Fixed default BudgetBoy paused screen to be centred.
Added material for terrain atlas shader testing
Generated terrain texture atlas for Diogo
Adding weapon animations.
updated player gesture source file
added player gesture anims ( surrender / hurry up)
Adjusted terrain atlas textures import settings
Force disabled PVT via script and changed default terrain material to Procedural-ATLAS; updated TerrainGenerator prefab
Updated layer masking to handle 4-channel specular
Changed some shaders to half precision across the board for some low-end love
Added atlas path to "Rust/Standard Procedural Terrain" in order to match the shader used in the menu scene
Deleted some seemengly unused shaders that weren't compiling
Switched atlas material to new standard/universal terrain shader; added matching BaseMap shader
Fixed terrain size being really tiny in the default procedural map
Toned all the specular down on new terrain material until it gets properly tweaked
Game list is now scrollable for when there's lots of games.
Forced prefab name generation to lower-case
Removed networked datatables + stringpool
Added GameManifest asset - which holds common strings
Changed HoldType to use an enum instead of strings
No longer need to LoadAll resources on startup (faster startup, less memory)
Protocol++
Avoid issues by lowercasing created entity names
Added the base for effects.
Add event hash to error report to avoid grouping similar errors
Error checking to radiation effect
Fixed PlayerEffects not playing (damage etc)
Tweaked the crazy strong env reflections, and reworked the hazmat suit.
New & old hazmat textures to art repo.
Tweaked hazmat boots spec.
Completed console for DevKit. Fixed text popups being visible on awake.
some animations for the oil lantern view model.
Added console toggle key bind, probably better as a key bind anyway so it can be changed. Removed some unused keybinds.
input manager didn't commit correctly
Fixed reset button, not sure how this even broke.