249,975 Commits over 3,959 Days - 2.63cph!
- 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
Fixed quit not working (stupid find & replace)
Switched all terrain shaders to future proof PBS surface shaders
Removed all intermediate standard/universal custom code and built-in overrides
Added timing utility class
Fixed heightmap encoding (is stored normalized in the texture)
Made normalmap use a bit less memory (no longer store x in alpha)
Enabled map decoding at terrain load
island_unit_so_test_trefall updates with new Navmesh. Added some debug helpers to GroupController
Fixed Sabertooth Unit View prefab and group data
Fixed Unit_Human not being selectable
- Renamed some group perfabs.
- Nuked old template scene because it's no use to anyone.
- Some FilmingControl updates
Cleaned up scene loading for the new approach so that we no longer delete and reload an already loaded scene.
changed IsPlaying to IsPaused
added a JustBecameNonzero property to Axis2
added an IsPlaying property to Animation
added a GetFrame accessor to Animation
Refactored TerrainMeta / TerrainSkin and TerrainMath baking process
adjusted the 1st person camera sway motion for a bunch of view weapon attacks
- Removed CameraPath3
- Added Cinema Director Suite
- Made SeasonManager a lot more efficient
Added dev.shaderlod for future performance experiments
Fixed standalone build error in SceneAsset
Moved all trees to the tree layer and all decor to the world layer
More scene size fixes (everything from our end is now fixed)
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Finished removing the need for a dedicated Resources directory for each game.
Reworked the scene save and load structure so we no longer have _runtime duplicates for all our scenes. Added DestroyOnAwake script (must sit on the EditorOnly object in scenes)
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Missed some rustle colliders
Tweaked creation order of loaded entities
Don't send group < 0xf777 errors to the html console
Updating tree prefabs with their right prefab names
Protocol++
Documentation updated during deployment build 9f0d98b6-a2d0-4f63-b222-3f946e6c7caf.
Documentation updated during deployment build 9f0d98b6-a2d0-4f63-b222-3f946e6c7caf.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
a couple doc clarifications
tone down the melee idle animation so it doesnt look like a 20 year old on ecstasy.. Now he looks like an 80 year old on valium..
added fishing_rod_w prefab.
added 3rd person fishing_rod animations.
Removed the rustle triggers on all of the resource trees (the ones on the decor are fine, but they're still not triggers @petur)
Removed damage indicator that was embedded on the main camera for some reason
source files for the fishing rod animations
Fixed some minor grass color issues
Made scenes a bit smaller
Kept TerrainMath from serializing until I find a better place to store its data
Updated eagle anims & mesh fbx (skinning still needs tweaking)
Made entity parenting a bit more bulletproof, error throwing
protocol++ (forcing clean servers)
Started making Game/Resources not required, and so resources are loaded from each game's root directory.
- Some /Content cleanup
- Added HumanMale@Rafting (with asset included)
- Added deformable ocean test scene