199,207 Commits over 4,140 Days - 2.00cph!
Fix for when a game is scaled to less than 100%
Hammering blocks now increases health or demolishes faster
Added input.holdtime - the amount of seconds to hold E down for it to count as a hold and not a press
Balanced metabolism - can now stave to death again
Fixed anomalous area outside the BBDK game display.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Post-build deployment, GUID: 472afe33-86cc-4b78-b997-e7a16b736b55
New, simpler melee vs building block damage procificency system (unbalanced)
.. now with less debug output
Removed wood piles from the spawn list (chop them trees, people)
Moved branding overlay to uui
Made UNITY_STANDALONE_X double-check for !UNITY_EDITOR (bug or feature?)
Show warning overlay if EAC isn't running (for the people running from the exe)
Fixed bug where agents never would smoothly snap into place when approaching a bench to sit on, or a campfire to sleep by.
Fixed so that multiple sleep slots work with the campfire (or any other SO with slots).
Putting tom's keypad on the code lock
Added Biome ScriptableObject, moved SeasonManager over to Biome specific asset tinting.
SHIT BE BROKE.
Renamed Season files because OCD and removed redundant foliage settings folder
Biome ColorGroup must be a class, not a struct, to play ball with this editor button thing (fixed).
Tidied up Biome to make Pal paranoid
Some small fixes to sit on me.
Added FoliageGroup ScriptableObject, not quite finished
Added dev.culling <layername> <distance>
- FoliageGroup implemented. Zones are now assigned a Biome, which controls terrain and foliage tinting across Seasons.
- Tree prefabs updated to to use 2 materials for leaves/branches.
Removed useless name variable from FoliageGroup
- Some PlayerController debug switch fixes, again.
- Couple of extra checks in SeasonManager to make sure transitions work (needs wizardly refactoring)
- Enabled wind randomisation again
Removed Season class and related editor scripts. Seasons now a part of the Biome class.
Fixed duplicate biome var in BiomeManager
Added updated template scene
GroupAgentsMoveTo now disables NavAgentMoveRandom, renable for all agents in group via context menu.
Updated trefalls SO test scene to match new zone setup
BiomeManager no longer needs a Terrain the scene
Biome assets shouldnt require data generation on each load
checking in new lods, transition should much smoother.
Refactored decor system for better cross-frame load distribution and faster refreshing
Made unused components on placeholder tree objects get deleted
Manually added temporary colliders to the snow trees as they are missing in the speedtree files
Fixed icesheets being pink
Ghetto fixed icebergs being super shiny
Made my iceberg fix slightly less ghetto
Fixed that all rocks looked like metal in b13