248,560 Commits over 3,928 Days - 2.64cph!
Brought PVT back to Windows build only with tons of changes and performance improvements; disabled by default; needs cleanup after testing (wip)
Fixed shader specular issues across the board
Fixed x86 copy paths
Removed SteamNative
RustNative: Added back cpu-based prepass render; gpu readback perf too unpredictable
RustNative: Made both cpu-based prepass and histogram generation non-blocking
RustNative: Updated Windows 32bit and 64bit builds
RustNative: Updated OSX build
Store the constructionCollision in the buildingblock prefab
rabbit rigged and skin material set up.
Added MultiGroupAgentController util class
Tweaks to GroupAgents util classses
Added initial Ape serve anim test source file
Fixed client not being able to interact with doors
Added GroupControllerEditor, with Spawn Units button
Walls are now aware of connected walls and fill in the gaps based on their position.
Thompson shader should be the right one now.
textured up rackets building, added outhouse, well and derricks
Updated todDustStorm settings
More fucking about with prefabs, should be solid now...I hope.
BiomeManager LoadBiomeTODSettings now uses the new TOD LoadParameters method
Sorry I forgot the prefab scenes.
Arid scene/biome/tod updates
Lighthouse checkin of the new rocks, I hope these are abit better =/
Improved hit point on racket
More bundle fucking about
Lighthouse max check-in - new rock work.
Cleaned up the rackets folders
updated whale jump anim source file
Checking in broken code but need to refactor it a bit
More server profiling
Changed how AI ticks to better ration timings
Added gamepad trigger support required for Xbox
Fixing players not being able to walk through open doors
Changes to camera path needed for b14
Merge branch 'deploy' into ovr
Merge branch 'master' into ovr
Documentation updated during deployment build 6950620a-eb79-4a91-8ca5-de6bb7ffbf9a.
Documentation updated during deployment build 6950620a-eb79-4a91-8ca5-de6bb7ffbf9a.
Merge branch 'master' of github.com:Facepunch/arcade
[platformer] block goes to next phase when all sides pressed (doesnt do much yet)