199,316 Commits over 4,140 Days - 2.01cph!
[ultimate_soldier] improved the way AI pick up guns
[ultimate_soldier] gun weight affects movespeed
Game list extends the full screen height
[ultimate_soldier] started working on civilians
Merge branch 'master' of github.com:Facepunch/arcade
- Refactored CameraController, split into a partial
- Added RTSCameraPro as an example of some more camera functionality
- Added CameraPath3
- Added Bird Flock
- Cleaned up Tree assets
- Removed redundant Season settings
[ultimate_soldiers] civilians move around too fast
Prefabs -> Update now rebuilds clothing collisions
Fixed some clothing bones not being registered properly, leading to warnings/errors in console
Moved UI related scripts from GameAPI.Unity to Assets.
Set ConsolePanel.MaxRows back to 20.
Merge branch 'master' of arcade
[ultimate_soldier] Tweaked level generation to ensure there are no dead ends.
Show os, branch and build time in branding
Don't update global html vars every frame (perf)
Maybe fixed wakeup bug
Fixed NRE in SpawnFilter when AI has no terrain (test maps)
Ordered arrays in GameManifest to diff better
Fixed broken leg on player preview
Player preview doesn't need to use chroma-keying anymore
Used same game list button placement as in b8 branch.
Added impact effects for basic types.
Console now resizes to fill the space taken by the game list if the list is closed.
Dropped items now have real physics, shouldn't fall through walls etc
Fixed held item being removed when trying to drop
Players drop their held item properly when killed
Increased water temperature
Reduced lung capacity
Reduced stomach capacity
Increased self drying ability
Made water surface visible from underneath again
Console lines can be clicked to copy them to the clipboard, and mousing across a line too long to fit on the screen will pan it.
Set up a simple bullet impact effect test
[ultimate_soldier] Tweaked ally and enemy placement so the proportion of enemies depends on difficulty and enemies cannot spawn next to the player.
Increasing client.lerptime default
Fixed being able to build on floor frame
Fixed stairs collision
Fixed not always being able to place doors on upper floors
Re-implemented sprite atlas exporting.
particle and sound effect prefabs are now seperated so that sound doesn't get overloaded!
Added more options for effect pooling.
updates to player gesture source
Added inspector variable attribute for enum masks
Changed most enums in SpawnFilter to masks (for multiselect support)
Removed tons of unused parameters from SpawnFilter (most were merged into TopologyType)
Optimized SpawnFilter factor calculation
Added dedicated forest edge regions (so we can add different trees and dense border foliage)
Added TerrainLayout (read & write terrain layout info)
Added a terrain layout pre-pass to the terrain generation (bakes biomes and topology)
Optimized terrain generation (mostly due to the layout prepass)
Added placeholder trees to the arid biome
Made forest size and frequency tweakable for every forest type
Updated game manifest
Made TerrainTopology.Enum values continuous powers of two
added a gesture_layer in the mecanim; Setup alex's gestures.
- Added some camera helper scripts for filming sequences
- Moved camerapath3 out to the root assets folder because it think it's special.
fixed some bugs with the gesture layer;
more animations for the view model oil lantern
Added gunshot sound testing.
Fixed menu water, and water.mat foam.
Updated the snow jacket and added variants of it. And some hazmat db stuff.