248,584 Commits over 3,928 Days - 2.64cph!

10 Years Ago
added a swing/miss animation for the medical syringe
10 Years Ago
Tree tint variation tweaks, and slight global wind improvements.
10 Years Ago
Optimized chopped tree billboard sizes.
10 Years Ago
Updated Ocean Prefab with new size, now using 1 unit square plane mesh. Tinkering with WorldManager.
10 Years Ago
Fading in and out of stages, port complete
10 Years Ago
Added all directional player bow_non_aim source files
10 Years Ago
Updated deploy/holster bow (not aiming) player anim source file
10 Years Ago
Hidden non-user members from terrainBlendObj Added CanEditMultipleObjects to terrainBlendObjEditor Fixed bug in terrainBlendExt auto-detection/assignment in terrainBlendObj
10 Years Ago
Fading tilemap is drawn at the end of BaseStage render so it can be rendered over attracts demo
10 Years Ago
Fixed NRE in AtmosphericBlend
10 Years Ago
Fixed a tree billboard colour pop.
10 Years Ago
Tree fixes. Removed network sleep and rooted some other nodes.
10 Years Ago
updated sub module
10 Years Ago
Fixed getCurrentSwatch not working
10 Years Ago
Started a TypeScript port of the JavaScript port of SmashBlox.
10 Years Ago
Fixed constructor definition generation.
10 Years Ago
Updated docs.
10 Years Ago
Updated docs.
10 Years Ago
Experimenting with Block editor tool
10 Years Ago
Rocky testlevel.
10 Years Ago
Removed some debug messages from terrainBlendObj
10 Years Ago
Merge branch 'master' of arcade
10 Years Ago
Removed redundant var declarations from TypeScript definition generation.
10 Years Ago
Added ToString functions to Rect classes
10 Years Ago
Fixed snow vertex offset to use snow accumulation vector instead of vertex normal Packed some snow material parameters First version of multi-island terrain blend support; tries not to break batching Moved all terrainBlend initialization heavy work to editor tools (baked); both extension and object should instant load now When randomly placing these, e.g. rocks, make sure transform is set in Instantiate() to trigger pre-processing during initialization
10 Years Ago
Implemented constructor and static member TypeScript definition generation for structs and Bindables.
10 Years Ago
Functions using `params` now produce the correct signature during TypeScript definition generation.
10 Years Ago
Updated RustNative
10 Years Ago
Windows Build
bot
10 Years Ago
Linux Build
10 Years Ago
OSX Build
10 Years Ago
Reverted mathf to use cmath sqrt again
10 Years Ago
Adding in terrain tools. But maybe a change of plan?
10 Years Ago
Added documentation to TypeScript definition generation.
10 Years Ago
Finished TypeScript definition generation.
10 Years Ago
Unexposed GameAPI.Highscore.Date
10 Years Ago
Unexposed GameAPI.Highscore.Date
bot
10 Years Ago
Linux Build
10 Years Ago
OSX Build
10 Years Ago
Added -fpmath=sse to Linux and OSX to get proper 32bit and 64bit values
10 Years Ago
Replaced Object with any in docs and TypeScript definitions.
10 Years Ago
Started work on TypeScript module definition file generation.
10 Years Ago
Documentation is now TypeScript oriented.
10 Years Ago
Documentation is now TypeScript oriented.
10 Years Ago
Missing files.
10 Years Ago
Un-breaking the testlevel terrains, and some rock/terrain consistency tweaks.
10 Years Ago
Temporarily strange terrain textures in the testlevels.
10 Years Ago
Added toggle to enable/disable Parallax Mapping
10 Years Ago
Renamed "Nature/Terrain/Bumped Specular BlendMask" to "Nature/Terrain/Bumped Specular Masked" for consistency Added unity's half-assed Parallax Mapping to "Nature/Terrain/Bumped Specular Masked"
10 Years Ago
Melee attack uses a sphere trace test (instead of a ray trace)