244,588 Commits over 3,898 Days - 2.61cph!
Lobbed balls now skip distance check, fixed TENN smash
Fixed ricochets not showing up for other clients!
Added ricochet effect
stone pickaxe behaves more like the stone hatchet (but for ore)
Temp switched off middle ring in cloud court
Moved `Arcade.Math` to `Arcade.Maths` to fix conflicts with `System.Math`, cabinet streaming works sometimes.
improved the stag and wolf movement animations
Log when admins use inventory.give
Fixed static decor not aligning to normal
Made dynamic decor always align to normal by default (can still be overridden per-prefab)
Fixed forestside topology getting incorrectly flagged as roadside topology
Added a ton of new decor and some new tree types
merging work from building skins branch
Toptier triangle foundation block conditional meshes
Stone tier wall end pieces conditional meshes
stone skin 30,60,120 degree convex/concave angles corner meshes for nice corners between straight and angled walls
Updated Sedimentary rocks, textures and created materials.
Building block placement fixes
Can place foundation at variable height
Can attach to bottom of foundation steps
Updated stone pickaxe wm prefab position, changed to be melee, use correct model & lods
Merge branch 'net-lidgren' of arcade into net-lidgren
Started work on cabinet streaming.
Added stone pickaxe anim events, updated wm model
UI elements added
test court available to play
fixed wrong-sized court, re-exported
Adjust cargo plane volume
Updated stone pickaxe materials
Changed stone pickaxe vm anims to be a one handed weapon like the hatchet (1st pass)
- Added entrance to Monster Arena from the monster level
- Re-organised both of those scenes so they support hot swap loading/unloading
Fixed players not sending requests to control cabinets.
Player colours work properly in inventory menu again
Possible fix for NetworkTest scene constantly being marked as modified.
Setting up test court as playable
Working on allowing players to control cabinets.
Cargo plane is higher, moves faster
Roof blocks are placed like ceilings/floors instead of on top of ceilings/floors
bomb ball mesh and effect enabled
- Added spawner map-markers
- Changed green goo gun behaviour
- UI screen navigation fixed, all can return to gameplay by pressing B
Started work on cabinet networking.
Updates to vm stone pickaxe source files
Changes to vm stone pickaxe prefab & vm rig
- Fixed enemies shooting themselves ;)
- Made the temporary visual effects clearer/brigther for Timeslow/Power Ring
- BaseRadiusBlast can now do damage to anything in range
- Reworked the blast impact effect
- Made a grenade style weapon and blast effect
- WeaponItem now has more control over BaseLauncher properties
Added extra test court gameplay modes with animations, tweaked ground texture, moved bomb ball
Added in game messages for combos
Smoothed climate blending over time
Moved climate from net_env to its own prefab so that it's no longer duplicated (CL/SV) in the editor
Fixed DS missing script errors on startup