248,580 Commits over 3,928 Days - 2.64cph!
sleeping / wakeup animations for rabbit / stag / wolf
Fixed bug that water-refracted objects would have fog applied twice
EntityComponents can define menus too
Added basic loot crates to radtown test
Changed ResourceContainer to use EntityMenu instead of OnUse
Backported useful Time of Day tweak for per-pixel fog from the latest release (can't update due to b14)
Added progress bar to "Tools/Update/Terrain Normal Maps"
Fixed the LegacyCabinet prefab after having renamed some MonoBehaviours it used.
updates to Ape forehand body shot hit position
re-exported grating as seperate elements to fix draw order issue
Added WW court and new image effects so main project matches the art test project. Changes to the camera handler
Added a shitload of props from the asset store that we intend to be placeholder but will probably never get changed
Small radtown scene2prefab
Added very quick Ape forehand body shot
Checking in the new roof prefab idea, all pieces in and waiting for implementation ~~ @garry
added new net shader (uv scrolling currently not working, shaderforge bug) added new court floor shader for ian
updated anim events for Ape forehand
Deleted empty folders in Standard Assets
fixed some zfighting on pillar in some cases, added a proper floorboard texture for floors/ceilings
Fixed the corner meshes to use notch and pass, simplified some textures, aged the exterior texture
Post-build deployment, GUID: c14dff46-7fe6-47aa-b0b3-36def68ef7e0
Fixed some remaining issues after the namespace change.
Documentation updated during deployment build 5a30171a-1913-43b9-8df0-04f1475a5b59.
Documentation updated during deployment build 5a30171a-1913-43b9-8df0-04f1475a5b59.
Adding AK, textures and lods
Renamed Unity/Game/ to Unity/Arcade/
Reorganised the GameAPI.Unity, adding a GameAPI.Unity.DevKit and GameAPI.Unity.Arcade
Tweaking event schedule to make sure we don't have multiple running
Updated water to latest version
Fixed water reflections being darker than intended
Scaled up water plane to always reach to the far clip plane
Temporary fix for light leaking out of the back of cabinets.
Fixed a possible NullReferenceException.
Screen glare lights now change intensity appropriately when the screen's brightness changes.
[block_party] added dust particles for block impacts
[block_party] added a bit of screenshake
[block_party] improved player run cycle
sleeping / wakeup animations for the bear / boar / chicken
[block_party] pressing sides of blocks now works much more reliably
Switched console to UnityUI
Fixed block health network order weirdness
Throw error if SkinnedMeshCollider has no SkinnedMeshRenderer
[block_party] blood particles when player squished
Locks now have deployment guides
Fixed hammer highlight not drawing walls properly
Bunch of missing meta files
Fixed crosshair missing sprite
Can we stop overriding parameters of cross-scene prefabs per-scene unless it's actually required? :X
Updated Unity Standard Assets (now SampleAssets) to b14
Added Ape smash & source anims
saved grass to max scene, checked in shader
Reflection shader now interprets the B component of a normal map as an occlusion map.
Minor fix for the screen reflection shader.