248,583 Commits over 3,928 Days - 2.64cph!
Merge branch 'master' into sandboxing
Fixed switching between games during runtime.
Court controller can enable / disable fog and fog color
Enabling some shader features
Updated internal standard shader properties
Added first version of standard shader with toggable particle accum layer; e.g. rocks with snow, sand
Added warning if force atlas max mip level fails
Prevented players from spawning inland or on cliffs (only coastal sand beach now)
Extended player spawns to include areas slightly to the north and south of the temperate biome
Enabled reflection probes on the 3 fastest quality settings (fixes black water)
Tweaked topology-based path cost to yield more natural looking paths
Re-implemented `LoadGameFromAssembly()`.
It actually works :astonished:
Removed multithreading from post-road-placement cliff creation (possible race condition if splat, color, topology or path resolution mismatched)
Game host now reaches main loop without errors.
Multithreaded pathfinding of the road network
Try Catch around UnityAnalytics calls - because they're throwing errors for some people
wooden door key can be burnt in fire/furnace
Char04 additional assets. Racket and hamster. Cleaned up new char04.mb.
- Branched and started reworking the skill activation/configuration system to be more flexible, ready to use with the new XML skill and skill tree setup
Fixed protection properties not expanding when new damage types added
Beefed up block vs melee protections
Merge some scripts from HL2 games.
Updated TENN controller - added serve, serve walk
Added stats tables to BaseMelee preview http://goo.gl/WV1lBp
- Proper weapon initialization.
- Stopped shooting and sprinting.
Implemented peripheral remoting, remote calls can now be asynchronous.
Reduced the percentage of terrain that is turned into water
Improved terrain edge falloff
Increased lake frequency and amplitude slightly
Changed lake noise type to turbulence
Fixed beach and underwater cliff color looking a bit weird
Converted spanning tree to semi-directed
Added road and bridge segmentation
Added bridge placement backend
Added bridge topology type
Made road placement stop when encountering crossroads
Fixed various small weirdnesses in the road network calculation
Boilerplate for recording bytes sent
- Increased size of player projectiles from 1 to 1.2
- Moved player ship weapon anchor to right arm
Fixing server shutdown NRE
checking PO for head 2 - default
Fixed receiving null messages.
[zombies] added visual reloading for the rest of the weapons