243,860 Commits over 3,898 Days - 2.61cph!
Added legacy terrain test code
Added first version of legacy terrain shader (8 splat; atlas based)
Renamed 4-splat legacy terrain shader used in testlevel
Updated the mid-level jacket so it doesn't have the player torso included. Also adjusted to work better with other separate pieces.
Added placeholders to flags starting from << 1 (fixes inspector)
Output chat to RCON properly again
Worked into Run north intro & outro, changes to main loop (source)
Barrel loot
Fixed radiation fuckup
Fixed loot respawn times
[racer] Now using the new mitering implementation.
Changed `Graphics.DrawLines()` to accept `Vector2f` points.
Implemented basic mitering for calls to `Graphics.DrawLines()` with large thickness values.
Added `Vector2i.Normalized`.
Airdrop uses new loot system
Fixed airdrop always dropping into the middle of the map
Added `Vector2f.ManhattanLength`.
Merged changes from main.
Added opacity parameter to all terrain modifiers
Implemented global pass in all terrain modifiers
Blindly fixed a NaN error in NPCLocomotion.Move.
finished inner_court modelling and added first outer ring
Added checksum verification on connect
Refactored line clipping before rendering.
Added `RectF.IntersectsLine(start, end)`.
Added `RectI.IntersectsLine(start, end)`.
Added `Mathf.RandomVector()`.
Fixed player motion colliding with triggers
Updated radtown_small
Worked into run west intro & outro, updated .meta
Bullets are slightly more visible
added assault rifle item
increased thompson recoil and lowered damage
Made a pass on replacing Debug.Log with Log and Error in our Manager classes.
Ball Trail colour comes from the court controller so can be changed per court
Added "Blocked" terrain topology type
Added TerrainTopologySet terrain modifier
Moved GameManager int to Start, some AudioManager tweaks
Added checksum to connection approval protobuf
- Added support for Object context to our Debug.Log layer
- Added convenient Error function, that automatically adds LogLevel.Error.
Fixed "Prevent Build" layer doing nothing
- Some small restructuring of startup_scene
- More robustness to MonoBehaviourExt
- More robustness to Manager
- Misc updates to classes inheriting Manager
- Small touchups to Audio Manager.
Updates to dive system, can now dive from standing rather than just running state. Can alter racket collision per shot.
Increased sun mesh brightness and decreased moon mesh brightness to work better with bloom / lens dirt
- Added MonoBehaviourExt for better logging and error handling
- Added ErrorMessageBox, laying the groundwork for displaying error messages through convenient methods.
- Touched up on Manager, GameManager and Player classes a bit.
Enabled reflection probes on OS X / Linux if in-editor (no problems there)
Added per-instance seed offset to all decor spawners to increase cross-instance spread
Worked into run east intro & outro
Player now instantiates itself from Prefab, so that we don't have to pray that GameManager always does so first.
Don't throw unpushed realm errors outside of the editor