244,583 Commits over 3,898 Days - 2.61cph!
Added textures & materials for Igor
Twig rooftop polish (with alpha masked hay textures)
Closed meshes wall.corner stone, wood
Added conditional models for wall.low corners
Prefab material ID fixes, cleanup
Added Igor.fbx to characters folder
tweaked test_court wall positions
fixed animations on test court tracks, changed lighting, starting on skybox and ground materials
Merge branch 'net-lidgren' of arcade into interior
Fixed a couple of script errors after cleanup.
Cleaned up the networking framework.
Reorganized some decor folders
Fixed resources spawning on cliffs
Increased min view distance from 50 to 250 to prevent nightvision trickery
Merge branch 'net-lidgren' of arcade into interior
Merge branch 'net-lidgren' of arcade into net-lidgren
Implemented basic client connection process, including message table synchronization.
Added using Arcade.Math to scripts that need it
Added Vector2i and LineSegment2i to Arcade.Math instead of Arcade.Interior
Added a generic base class for processed textures
Added BlurTexture class (because why not)
Extracted Marmoset nodes for Shader Forge use.
Fixed walls not using the type from the saved data
Moved over content and prefabs needed for room editor
Started moving over room editor code
Added BlendTexture class that blends two textures together (replaces BlentLUT)
Added all functionality of AtmosphericBlend to Climate (blending now uses biomes)
Removed AtmosphericBlend and BlendLUT
added megafire hose wires to test court
Now using ProtoBuf encoded payloads for messages.
Can now specify hard-coded message identifiers in protobuf schema files. Message identifiers are now sent using a variable length encoding.
Finished `Arcade.Networking.ProtoBuf.MessageTable` class.
Merge branch 'master' into net-lidgren
cleaned up court sand lightmap psd
[zombies] sometimes zombies will attack a wall if an existing entrance exists but is far away
added particle effects for footsteps/bullet impacts in water. fixed a bug with the blood impact not removing itself
Updating the base entity stuff.
Don't update reverb/highpass falloff every frame + additional sound profiling
[zombies] fixed some bugs with how zombies evaluate whether they should attack a structure
Tweaked position of lock on top tier door
Water, river and rock stuff.
Use the correct sound template for the cargo plane loop
Fix radiation sounds not playing
Setting NWVars clientside before they have been set serverside is now properly supported