199,290 Commits over 4,140 Days - 2.01cph!
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Web player should compile now.
added loot_crate_A files.
added loot_crate_B files.
Quick change to build script.
Another small build change
Post-build deployment, GUID: 0402fe9f-7204-4718-96c0-0dc051f161f2
Block grades
Hammer menu
Block flipping
Block upgrading
Seperating skins from blocks
Two sided window/wall, two sided foundation
Updated building_basic_all.max
- Some /Content cleanup
- Added HumanMale@Rafting (with asset included)
- Added deformable ocean test scene
Started making Game/Resources not required, and so resources are loaded from each game's root directory.
Made entity parenting a bit more bulletproof, error throwing
protocol++ (forcing clean servers)
Updated eagle anims & mesh fbx (skinning still needs tweaking)
Made scenes a bit smaller
Kept TerrainMath from serializing until I find a better place to store its data
Fixed some minor grass color issues
source files for the fishing rod animations
Removed the rustle triggers on all of the resource trees (the ones on the decor are fine, but they're still not triggers @petur)
Removed damage indicator that was embedded on the main camera for some reason
added fishing_rod_w prefab.
added 3rd person fishing_rod animations.
tone down the melee idle animation so it doesnt look like a 20 year old on ecstasy.. Now he looks like an 80 year old on valium..
a couple doc clarifications
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Documentation updated during deployment build 9f0d98b6-a2d0-4f63-b222-3f946e6c7caf.
Documentation updated during deployment build 9f0d98b6-a2d0-4f63-b222-3f946e6c7caf.
Don't send group < 0xf777 errors to the html console
Updating tree prefabs with their right prefab names
Protocol++
Missed some rustle colliders
Tweaked creation order of loaded entities
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Reworked the scene save and load structure so we no longer have _runtime duplicates for all our scenes. Added DestroyOnAwake script (must sit on the EditorOnly object in scenes)
Finished removing the need for a dedicated Resources directory for each game.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
More scene size fixes (everything from our end is now fixed)
Moved all trees to the tree layer and all decor to the world layer
Fixed standalone build error in SceneAsset
Added dev.shaderlod for future performance experiments
- Removed CameraPath3
- Added Cinema Director Suite
- Made SeasonManager a lot more efficient
adjusted the 1st person camera sway motion for a bunch of view weapon attacks
Refactored TerrainMeta / TerrainSkin and TerrainMath baking process
added a GetFrame accessor to Animation
added an IsPlaying property to Animation
added a JustBecameNonzero property to Axis2
changed IsPlaying to IsPaused
Cleaned up scene loading for the new approach so that we no longer delete and reload an already loaded scene.
- Renamed some group perfabs.
- Nuked old template scene because it's no use to anyone.
- Some FilmingControl updates
Fixed Unit_Human not being selectable
Fixed Sabertooth Unit View prefab and group data