193,570 Commits over 4,079 Days - 1.98cph!
Some dirty properties in PlayerController and CameraController to help when swtiching to non-player cameras.
Fixed BlendLUT disabling itself.
- Added a proper debug camera to the Player prefab. F10 to toggle, WSAD movement, Mouse 3 panning, Mouse 2 FOV, space to toggle freelook.
- Moved WeatherController to the player cameras
Added some basic procgen stuff.
Fixed a few skinning issues. Updated the tshirt material to use more than just a diffuse map.
Rock16 prefab.... more fixes to helper scripts and stuff.
Added HumanRandomiser component to randomise UnitView visuals
Changed standard shaders to use surface shaders instead; still wip; anything to stop the pink he said
Removed customized built-in standard shader clutter
Fixed a couple of things in terrain weather extension/object
Player and networking changes
Fixed errors when loading Ultimate Soldier from source.
Updating the player code.
Time of Day update to 2.3.1 prerelease 5
Removed Jurassic.dll.meta
Fixed errors when trying to load MemoryDungeon from sources due to the use of default parameters.
Initial stats balance for building components
Fixed placement guide not working
Random Walk now works together with Smart Object subscriptions for Agents.
Converted remaining elements to new system
Fixed so that a unit supports exiting the SitOnMe state, but it's not 100% working yet.
- Added ZoneFoliage component. Seasonal foliage controls now per zone.
- Cleaned up SceneInfo a bit, commented our collider comparison stuff in GameScreen
- WeatherManager and WeatherVolume cleanup
- Nuked a wild terrain.raw file in project root
- Tweaked Seasons settings
Documentation updated during deployment build 37127e4e-aeea-4346-bc61-6f0d3099afad.
Documentation updated during deployment build 37127e4e-aeea-4346-bc61-6f0d3099afad.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
More building block conversions
Fixed compiling C# games on Windows.
Fixed some SO related issues.
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
fixed skinning issues on eagle mesh
- Season assets now including tinting for all 4 splat layers. Foliage no longer uses a multiplier but the raw Color + Hue variations.
- BlendLUT now properly finds the correct Amplify component for the camera it's on
- Added blured copies of the cloud textures for shadow projectors (which don't hit speedtrees so meh)
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Switched normal map bake to raycasted normals
Updated TypeScript submodule.
Fixed game list in editor & the emulator standalone so that both prepackaged and loose versions of the same game can be seen and selected.
Documentation updated during deployment build 1afee611-2802-41eb-9a72-057aea0c6831.
Documentation updated during deployment build 1afee611-2802-41eb-9a72-057aea0c6831.
Doxygen should now see Markdown files.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Post-build deployment, GUID: d2f9f91d-2bba-4431-9b5a-8a9a47942791
- Fixed Blend LUT error when it can't find a TOD prefab
- Cleaned up cutscene shots
- Cleaned up some building prefabs, replaced old mesh props in scenes
- Scene updates
starting the chicken model.
Nuked duplicate buildings source
- Two new large rocks
- Gave the bear a mouth, updating skinning
- Added two chanting anims for HumanMale
SceneInfo editor only fix
Reverted TerrainMeta changes from bad merge
- Renamed the splat tint colors in TerrainMeta to Splat1, 2 etc.
- Fixed Scene loading issue (now Additive, potentially some issues I've not spotted)
- Fixed GroupController spawning, correctly samples Navmesh
- NavAgentMoveRandom now samples the Navmesh as well
- Exposed scene name variable in SceneInfo/Zone Frontend (context menu item to fill it)
- Set all Unit speeds to base walking numbers