244,591 Commits over 3,898 Days - 2.61cph!

10 Years Ago
Possible fix for duplicate highscores being logged.
10 Years Ago
Forgot to add the BoxCollider required component to all the scenes.
10 Years Ago
- Zones now load sub scenes and acts like a "capsule" for managing everything concerning the explicit scene it's awarded. Since we have a ZoneManager around the Zones, this should be all nicely managed within the GameScreen now. - Loading two sub scenes now by default, within Zones. - Doing a stupid BoxCollider intersection test for all spawned zones. This won't work once we have more than two scenes (moving one unintelligently might cause overlap with the third, etc), so will need to move towards a smarter overlap-preventer-scheme. One step at the time though :-) - For now we set up the boundaries of an "island"/"zone" on the root gameobject in each Working/ scene.
10 Years Ago
Reverted CoherentUI to software only (hardware acceleratred mode is laggy, wants vsync) Re-enabled dynamic znear
10 Years Ago
Moon adjustments.
10 Years Ago
Slight snow biome colour tweak.
10 Years Ago
Snow biome less purple.
10 Years Ago
Bunch of biome specific environmental parameters. For example, deserts are no longer super cloudy!
10 Years Ago
thompson submachine gun view model rigged up; reload animation done.
10 Years Ago
Made static decor rocks get randomly scaled and flipped Re-added forest rocks (no moss for now, but a slight brown tint) Removed tons of rock hacks we had to do for Unity 4 Litter box alert: Added tiny clutter rocks to some areas (rock, sand, dirt, forests, underwater, ...) Protocol++
10 Years Ago
Added game state saving / loading to SmashBlox, untested.
10 Years Ago
Added game state saving / loading to SmashBlox, untested.
10 Years Ago
Going home. Refactoring proc gen code for the new system. Validation Branching again.
10 Years Ago
Refactored grass and decor systems to start spawning after calling Refresh() Made grass and decor patches always snap to main camera, no need to move the game objects via script Made Refresh() do a full rebuild if called after already being initialized (can be used at respawn) Made TerrainGenerator.GenerateTerrain() call Refresh() on static and list decor Made Client.OnClientFirstSpawn() call Refresh() on dynamic decor and grass
10 Years Ago
Removed Test game.
10 Years Ago
Removed Test game.
10 Years Ago
Games now pause when control is lost, and reset after 10 seconds.
10 Years Ago
Games now pause when control is lost, and reset after 10 seconds.
10 Years Ago
Fixed the colour mismatch on forest 4 billboards.
10 Years Ago
Fixed burlap shirt again
10 Years Ago
re-made burlap shirt prefab & added skinned mesh collider
10 Years Ago
re-exported burlap shirt with clean hierachy & added lower torso mesh
10 Years Ago
Tweaked HTML zoom Tweaked belt bar
10 Years Ago
Started work on games pausing when control ends.
10 Years Ago
Started work on games pausing when control ends.
10 Years Ago
Added a new test island scene.
10 Years Ago
Made straight line detection in biarc less sensitive Made progress on procedural. Need to do branching checks. Need to do proper road validation! Created camera prefab
10 Years Ago
reverted burlap_shirt (did the same thing that I did earlier but didn't set the default material to Flesh)
10 Years Ago
Added skinned mesh collider script
10 Years Ago
Entity.OnUpdate() now automatically advances any animations used by sprites within the entity.
10 Years Ago
Entity.OnUpdate() now automatically advances any animations used by sprites within the entity.
10 Years Ago
Added a Coroutine class to encapsulate started coroutines, with Suspend() and Resume() methods.
10 Years Ago
Added a Coroutine class to encapsulate started coroutines, with Suspend() and Resume() methods.
10 Years Ago
Converted some decals to the standard shader Converted some particle effects to the custom shader that isn't super bright at night
10 Years Ago
re-added collision component to burlap-shirt
10 Years Ago
Added neckline to burlap_shirt LOD0
10 Years Ago
Re-made burlap_shirt prefab as it was causing the mesh to appear broken. Obviously some issues with updating prefabs in U5.
10 Years Ago
re-exported Burlap shirt with neckline ( I have a good felling about this one)
10 Years Ago
Fixed ItemAction_Replace not working properly if the container was full
10 Years Ago
Working towards a GameScreen specific loading scheme for sub scenes. For now doing nothing specific towards this, but laying the groundwork.
10 Years Ago
And recommitting the version that I "know" is from the Standalone folder.
10 Years Ago
Trying to delete and replace with Standalone version... doubt it will help, but this constant stream of jenkins failure...
10 Years Ago
Enabled HTML hardware rendering (test) Fixed death intro not working Fixed player_movement leak on death
10 Years Ago
Restored FogVolume for the main menu scene
10 Years Ago
Changed tundra rocks to the darker variant
10 Years Ago
Nuking A* Pathfinding Project.
10 Years Ago
Fixed A* Pathfinding Project's RecastGenerator so that it actually compiles for Unity 5.
10 Years Ago
Trying to replace the UI dll with the Standalone version.
10 Years Ago
Changed water reflection clear color to equator color Added GlobalFog image effect for underwater fog (changelog claimed it's fixed) Added ImageEffectOpaque attribute to GlobalFog for it to render before the water plane Updated scenes
10 Years Ago
Looks like this is needed to compile under Visual Studio.