248,547 Commits over 3,928 Days - 2.64cph!
Player metabolism is now sampled and remotely logged.
Added toggle to always refresh grass patches, no matter if they moved or not (for editor tweaking)
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
some chicken anims for walking / eating.
Added LightLOD component to lanterns, campfires and furnaces
Fixed lantern and cupboard being pink on b13
Added duplicate of island 1 for focused work on deer scene
Added GroupAgentsSPeedModifier helper to minipulate agent speed when running
Added some felled pine meshes
Made instantiating smart object behaviors slightly more robust.
Working out a better way to build.
Changed terrain edge falloff distance to absolute world units to get rid of super steep terrain edges with smaller terrain sizes
Added the cliff texture to underwater splat mapping
Enabled terrain map post-processing
Tweaked some decor densities that have been somewhat off due to the weekend changes
Disabled terrain generation threading in-editor again (still seems to be unstable from time to time)
Protocol++ (network + save)
- Updated FoliageGroup ScriptableObject with bools for tinting different materials by name template (leave/frond/branch). Removed evergreen option (leave all tints unchecked).
- Disabled folage HueVarition tinting in BiomeManager
- Made Biome.Seasons list public since it refused to save.
Fixed DDraw not drawing colours
Block pinning experiment
Made Parallel.For work properly with non-power-of-two index ranges
Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
Post-build deployment, GUID: c8ef37ff-4446-4332-a2f6-d4962f4d043e
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Vector2f.Normalized will now return a zero vector if the length of the original vector is too small for a non-NaN result.
Removed colliders from rock prefabs, tweaked bird flock script, prefab tweaks
emmisive open and closed textures
Fixed clearing the console and a possible error while testing in-editor.
Added ability to clear the console by right-clicking on the toggle button.
Palm and stubby cull distance.
Fixed a couple of branches being clipped on the stubby tree LODs.
Added the missing prehistoric stubby trees. Crossfade on some LODs.
Fixed lighting bug on old pines. Palms move in a more palmy fashion.
Gave the foliage a base tone and hue variation value. LOD bias set to 1.
Trimmed unused data from SPM's. Stopped rendering subterranean trunks on ground foliage. Neutralized all ST's for seasonal tinting.
Working on some particles
FilmControl and some other updates
Bad stuff happens if-buildTo doesn't end with a slash
3rd chicken skin variation
Also copy all the bullshit to the -buildTo folder
Removing timestamp from GameManifest
Made tree mesh placeholders spawn whenever the loading screen is invisible
Made tree prototypes rebuild whenever they are out of sync
Made tree mesh placeholder child objects get moved to the correct layer
Seperate server build fuckup
Fixed -builtTo command line fuckup
- Fixed loading issue in island_large_1
- Fixed Biome _settings being null in some cases when it shouldn't be.
Splitting server debug build
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Failsafe fix for error in embedded player.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Possible fix for error in embedded player.
Post-build deployment, GUID: 2b1de985-054d-4a3e-a15b-3ae703f8885e
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Added support for specifying a game to load from the command line.
Allow building to specific folder if command line is set
Log when official sever is rejected because it's not on the whitelist
Fixed pink viewmodel arms on b13
Fixed server compile error
Fixed that all rocks looked like metal in b13