249,482 Commits over 3,959 Days - 2.63cph!
Bear anims added (2x idle, run, walk, sit, x2 sitting idles)
Compressed some textures that were probably uncompressed for a good reason
Unit View prefabs added for all current animals
Fruit tree updates. Couple small tweaks to Camera script. Ocean and sky prefabs updated.
Fruit bush speedtree, fixed error in SceneInfo.cs (tag string)
Tweaked GA session timeout
Added anim events to torch 'lit' vm anims
Fixed tree health/wood gather amounts
Don't run item commands if too far away
Blunt concrete impact had a bullet hole quad
Made animal ragdolls out of flesh
Animal skins now have colliders, so you can't run through them
Fixed players not going into the sleeping pose
Updated all scenes with correcct Editor Only tagged objects... because Unity likes to recreate the tag :|
SkinnedMultiMesh now creates a shared LODGroup
Added LOD slider to PlayerModel scene
Cleaned up SceneSaveHook and nuked the duplicate "Editor Only" tag.
Renamed IdleBlender to AnimationRandomiser, and made more generic.
Updated eoka & revolver wm prefabs
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of github.com:Facepunch/arcade
[ultimate_soldier] enemies shoot, bunch of tweaks
[ultimate_soldier] enemies shoot, bunch of tweaks
Tweaked quality settings
Tweaked LODs on player models
The JS bindings for Stage.Add should now accept both sprites and entities. Otherwise if a basic object is used it is converted to be an entity.
The JS bindings for Stage.Add should now accept both sprites and entities. Otherwise if a basic object is used it is converted to be an entity.
Fixed file.Find returning non Lua files in the directories table when used with the LUA path
file.Delete can now delete empty directories
More fixes to group spawning. Not quite there yet, but getting there.
updated player rock attack source file
Spawning of viewPrefab from the HumanUnitSettings now works through the HumanTribeGroupController, but for some strange reason, I can't drag UnitViews onto Gender specific View Prefabs...?
Started on new Group Controller implementation based on the new Unit/Group Settings implementations.
[ultimate_soldier] enemy death anim
[ultimate_soldier] enemy death anim
More Wolf and Mammoth updates
Added StateMachineBehavior for animation randomisation. Sends random numbers to a blendtree based on the number of animations available (currently entered by hand, but will make it automagic)
adjusted the positioning on some vm_ prefabs to fix some clipping issues