248,621 Commits over 3,928 Days - 2.64cph!
Tweaked CRT pixel brightness when fully zoomed in.
Adding a speedtree test (not working)
Cleaning up assets a bit.
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of github.com:Facepunch/arcade
Added a higher resolution CRT pixel image.
Added a higher resolution CRT pixel image.
Weapon animations no longer use triggers - this prevents small delays on firing etc
Changed states in the weapon animations (state must be named attack, attack2, reload etc)
Wooden Door Key costs 50 wood (down from 200)
Hammer now has a holdtype
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of github.com:Facepunch/arcade
Added CRT pixel effect to the cabinet screen shader.
Added CRT pixel effect to the cabinet screen shader.
Added icebergs to the procedural system
Done a lot of refactoring of the road stuff. Can now generate a road between two vectors and it will automatically find intersections etc.
Fixed moderators/owners not being properly marked
Crash reporter - scan for crash folders, report crashes from them
Crash reporter: clean up reported logs
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of arcade into js-scripting
Merge branch 'master' of arcade into js-scripting
Fixed screens in edit mode.
Fixed screens in edit mode.
Merge branch 'js-scripting' of arcade
Merge branch 'js-scripting' of arcade
Fixed screens going black after refocusing.
Fixed screens going black after refocusing.
[memory_dungeon] shuffled cards
[memory_dungeon] shuffled cards
Moving towards more defined "what is unity components and what is totem components" for our player controller.
Removed all menu items, replaced with a new game button.
Main menu and loading screen UI tweaks.
Updated scene to stop strange NullReferenceExceptions in Bolt.
Updated scene to stop strange NullReferenceExceptions in Bolt.
Road Sections are now reconfigured properly if the road sections on either side are pointing to a different direction!
Added experimental dynamic DTVars, accessors are Entity:SetNetworked[TYPE]2(name, value), Entity:GetNetworked[TYPE]2(name), SetGlobal[TYPE]2(name, value), GetGlobal[TYPE]2(name), [TYPE] being any of the following: Float, Int, Bool, String, Vector, Angle, Entity. Function names are temporary and are subject to change.
Returning false in the callback passed to serverlist.Query will now cancel the query
Fixed multiplayer test cabinet prefabs.
Fixed multiplayer test cabinet prefabs.
Added Debug configuration, fixed major performance issue.