238,093 Commits over 3,837 Days - 2.59cph!
Updated Ape anim meta files
[racer] Roads now have some texture.
Ref images for char02 expressions. PoseC added to Maya scene. Tweaks to Toolbag scene.
Bunch of clientside profiling
Updated lighthouse max file.
Quick and dirty scale tweaking on the lighthouse. Not final.
[racer] Implemented basic dirt particles kicked up when going offroad.
Merged changes from main.
Ops, re-enabled AIHandler trottling.
added 1sr set of material examples to the shader test scene.
Refactored terrain modifier system
Added terrain height modifier
[racer] Car can now detect when it is on the track.
added minecarts to wild west unity scene
Added scripts folder & Ape clean export script
[racer] Camera now rotates with the car.
Fixed missing damagetype on pickaxe + balance
Stairs block, both for foundation steps and slanted half block - Behold the stairy rooftops!!
Switched networking to use times instead of ticks
Added server.fakelag
Added sever.fakeloss
Made lerping more sophisticated
Fixed RemoteLog serialization
Protocol++
Fixed ddraw.boxes all being white
Post-build deployment, GUID: a81bee29-f196-4935-8f12-9a17fd2c080a
Post-build deployment, GUID: e0ae0678-4a7c-43b6-bf07-8c4ebd7dbe0e
Documentation updated during deployment build e0ae0678-4a7c-43b6-bf07-8c4ebd7dbe0e.
Documentation updated during deployment build e0ae0678-4a7c-43b6-bf07-8c4ebd7dbe0e.
[shooter3d] Added `Cuboid` class.
[shooter3d] Some refactoring.
[racer] Reduced default traction.
[racer] Track is now randomized.
[racer] Added ignore file.
[racer] Fixed track mitering.
Very thick lines drawn with `Graphics.DrawLines` are now clipped correctly.
[racer] Added basic track generation and rendering.
null entity check in SaveAll (something weird is happening)
fixed a gap in floor piece
Renamed `PaletteBuilder.Add(rgb)` to `PaletteBuilder.Add4(rgb)`, added `PaletteBuilder.Add3(rgb)`.
Fix click in pickaxe strike sound
tweaked the amount of shaking when firearms are shot.
changed the firearm mecanim state machines so they use the new ADS animations for firing / idle
made a change to ironsights script that would set a variable in the view model's mecanim state machine specifying whether the gun was in ADS mode or not.
added new firing animations for weapons that have aiming down the sight
Pickaxe sounds, first pass