244,594 Commits over 3,898 Days - 2.61cph!
Made all AIObstacle classes respect object scales
Added AIObstacle components to the cubes in the test level
Fixed StartLocallyControlling using null controller entity
Fixed StartLocallyControlling using null controller entity
Attempt to fix missing material on the lantern
Updated to Unity 5.0.3 beta, which seem to have changed some meta files. Checking in and hopefully won't cause too bad conflicts if any.
Fixed obstacle script parameters on the animals
Fixed obstacle script parameters on resources
removed more bolt user files
removed more bolt user files
Merge branch 'master' of arcade
Conflicts:
Unity/Assets/Plugins/Editor/GameAPI.Editor.dll
Unity/Assets/Plugins/GameAPI.dll
Merge branch 'master' of arcade
Conflicts:
Unity/Assets/Plugins/Editor/GameAPI.Editor.dll
Unity/Assets/Plugins/GameAPI.dll
forgot to load game state on the server cabinet before broadcasting it to everyone else
forgot to load game state on the server cabinet before broadcasting it to everyone else
GameCabinet.IsLocallyControlled is now no longer publicly settable, and StartLocallyControlling(camera) / StopLocallyControlling() must be used.
GameCabinet.IsLocallyControlled is now no longer publicly settable, and StartLocallyControlling(camera) / StopLocallyControlling() must be used.
Changed game control events to use 2 events for playing and leaving, changed them to global events so they can be reliable.
Changed game control events to use 2 events for playing and leaving, changed them to global events so they can be reliable.
updated bolt to latest version to make use of connection request token.
updated bolt to latest version to make use of connection request token.
Fixed client compile error
Added better debugging options to the AI parts
Reduced gizmo clutter (most are now optional via the debugging options)
Cleaned up some AI code
Added center inspector variable to obstacles instead of taking the collider center (known issue: prefabs need updating)
Fixed bug in AIObstacleOBB
Fixed animals spazzing out when a lot of them are clustered around a player
Fixed animals not always looking at player when executing the attack action
Updated AI test scene
fixed local voice chat loopback messing up when running server and client instances. voice recording is stopped and started when pressing push to talk instead of always recording and only broadcasting when wanting to talk.
fixed local voice chat loopback messing up when running server and client instances. voice recording is stopped and started when pressing push to talk instead of always recording and only broadcasting when wanting to talk.
fixed games appearing to have 2 current stages when loading a state passed from another player
fixed games appearing to have 2 current stages when loading a state passed from another player
Time of Day update to 2.2.0 prerelease 5
Re-enabled rotating stars
Added Behave to the project
Workaround for PVT prepass render causing index-out-of-range on OSX standalone build
Improved the lantern light and flicker effect. Also made it stop self-shadowing so awkwardly.
Fixed EnterScoreStage state saving. Highscore initials were being saved when there was no highscore.
Fixed EnterScoreStage state saving. Highscore initials were being saved when there was no highscore.
Started experimental game state passing when a player stops playing a game, everyone gets sent the current state of the game. SmashBlox has a strange bug that will cause the game to have 2 stages on top of each other when it loads the received game state?
Started experimental game state passing when a player stops playing a game, everyone gets sent the current state of the game. SmashBlox has a strange bug that will cause the game to have 2 stages on top of each other when it loads the received game state?
attack/deploy/holster animations for the thompson
tweaked the bob settings on some of the view models.
fixed bug with view model bobbing while standing still + holding shift; added some rotational movement on the bobbing (looks more natural now)
somw tweaks to the leaning stance
Tweaked RangedAmbientObscurance image effect (fixes dark band at fadeout distance)
Tweaked and/or moved 27 things to the standard shader for better consistency.
PBR'ed the lantern, and made it glow again.
Disabled space rotation until I fix the texture mapping
Improved PVT performance in some areas; tweaked params again; more async
Improved PVT rendering in far away terrain; still not final
Fixed buggy PVT normals
Deployed PVT to all scenes using Main Camera prefab
Setting GameScreen to only load a single subscene until we have issues revolving offsetting scenes and navmeshes solved. Added a simple NavAgentDummy for testing.