199,311 Commits over 4,140 Days - 2.01cph!
QA tweaks on a few more clothing pieces.
Improved burlap clothing set icons.
[ultimate_soldier] civilians try to follow nearby SWAT team, civilians can get shot
Some of the effects stuff was broken on import :( It's working now though.
[ultimate_soldier] Streamlined initial spanning tree generation logic.
Removed superfluous IDial interface, fixed for U5b10.
Merge branch 'master' of github.com:Facepunch/arcade
Some slight input changes.
Changed skinned collider to reference parts using an int hash based on full prefab path + name (eradicates name collisions)
Merged forest 1/2 and forest 3/4/5 (do the full set of 7 once the first 4 are complete)
Basic web player support.
[ultimate_soldier] level exits
Changed UI layout, toolbar is now on the left so the console text doesn't keep moving around when opening the game list
Fixed game display being slightly occluded by the toolbar.
[ultimate_soldier] Entryways now use the same carpet as the main level.
Fixed bandwidth text, which also now hides when the graph is disabled.
Merge branch 'master' of arcade into webplayer
Started work on back porting to Unity 4.6
Made sandbox look a bit better. Added some car controller base stuff like seats etc.
Everything except the toolbar now works.
[ultimate_soldier] Small levels are now centred on the screen.
Tweaks to the screen reflection shader.
Building components tests
Lantern view model all done. commiting the sound effects / prefabs.
Added Mathx class
Updated game manifest
Made terrain heightmap generation more configurable
Adjusted heightmap generation
Tweaked terrain layout and splat mapping
Optimized colormap calculation
Adjusted some decor spawn filter parameters
Added gun testing scene and make gun fire bullets from a magazine.
Need to tidy it up and tweak it but it's not too bad.
[ultimate_soldier] player can leave the level
[ultimate_soldier] improved civilian pathfinding
[ultimate_soldier] civilians leave the level
basic building parts source
Updated basic building parts fbx
Adding more weapon functionality.
Added door prefab.
Could do with a basic inventory system or something.
Added Deque class
Added MinQueue and MaxQueue class
Made forest edges get calculated using a dilation algorithm for fine control and better accuracy
Touching all the audio files
Inverted forest edge dilation to keep tiny forests from expanding to dot-shaped forests
Tweaked forest placement
[ultimate_soldier] fixed AI soldier walk anim playing too fast after pickup gun
[ultimate_soldier] changed the way soldiers decide where to spawn
The thompson, rifle, lantern and the viewmodel arms are no longer completely matte.
[ultimate_soldier] civilians dont follow SWAT they cant see
Optimized colormap calculation
Optimized splatmap calculation
Added sand-colored dirt layer between beach and grass
Improved island fadeout towards the terrain borders
Made mountains in the arctic biome slightly bigger again
Added a few turd rocks back to the arid biome (they look okay there I think?)
Removed some useless inspector variables from the decor scripts
Tweaked the minimum terrain height at the terrain borders
Updated UnityEngine.dll with plugins
- All NetworkedVar functions now use the new networked variable system
- Removed all NetworkedVar2 functions
- Fixed SetNWEntity not working correctly in singleplayer
- NetworkedVars are now properly saved when saving a game or transitioning between levels in singleplayer
- Added Entity:GetNWVarTable(), returns all the networked variables in an entity
- Fixed a save file issue with CSoundPatch
- Added render.SetLocalModelLights(lights)
- Increased maximum bone count from 128 to 256 (please test this!)
- Added Entity:SetNWVarProxy(name, func) and Entity:GetNWVarProxy(name) [shared]
Stretched forest shape a bit
Made forests in the arid biome smaller
Tweaked overall forest shape and frequency
Fixed forest 6 having snow
Fixed off by one in dilation algorithm
Made Deque force buffer size to power of two in EnsureCapacity
Doubled forest edge thickness
Beautified colormap generation code