255,307 Commits over 3,990 Days - 2.67cph!
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
[zombies] cursor now above hud
Player texture swaps affects whole body
Hair is taken from highpass, removed hair from shader
Player skin LUT driven by lighting
probably fixed footsteps fucking up on build server.
Merge branch 'master' into net-lidgren
Added `Controls.IsCursorVisible`, although the cursor seems to stay hidden when switching games.
Removed debug drawing. proxy footsteps work.
Basic handling of players disconnecting.
Merge branch 'master' of arcade into net-lidgren
[zombies] build menu shows tooltips
[zombies] build menu shows proper icons
[zombies] fence debris when damaged
Added high pass to the skin shader
[zombies] added fence structure
Finalized rock & cliff prefabs.
Added stone pickaxe
First pass balancing building blocks & melee
Water footsteps first pass
- Reduced speed of Monster Arena enemies
- Spawners can now be set to make stuff they spawn grant 0 experience
- Ripple/distortion effects work again
- Time Slow bubble added to object pooler so that it works again!
- Monster arena spawn work
- SpawnPhaseControllers can now start/stop spawning and chain phases together
Added history fade duration and delay to script to control through the inspector
Chatbox now removes history that completely overflows the history region
Merge branch 'net-lidgren' of arcade into net-lidgren