243,942 Commits over 3,898 Days - 2.61cph!
fiixed issues with hazmat pants mesh + added scale bone for waist
Relocated game packaging to GameAPI.
Relocated game packaging to GameAPI.
Added a NavMesh.SamplePosition to the GroupController spawn routines. Units now correctly spawn on valid navmesh positions. Removed GroundController.
Removed SteamNative - changed to Steamworks.Net - this could hurt for a day or two
Emulator can now load packaged games again.
Emulator can now load packaged games again.
Made the config file load on startup
Added a basic graphics bandwidth graph to the emulator.
Added a basic graphics bandwidth graph to the emulator.
Hideous fix for requiring System.Drawing in GameAPI.BudgetBoy.
Hideous fix for requiring System.Drawing in GameAPI.BudgetBoy.
Reverted changes to TerrainCollisionTrigger - cuz it didn't fix shit
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Implemented resource hotloading.
Implemented resource hotloading.
Added radiation effects to camera
Added geiger sounds
[ultimate_soldier] minor tweak on visual gun kick
[ultimate_soldier] minor tweak on visual gun kick
Made player ragdoll ignore collisions with player movement
All sections now generate meshes. Bugs and optimisations!
JS games can now be loaded straight from a directory in the emulator.
JS games can now be loaded straight from a directory in the emulator.
AI - Ignore disabled colliders
Fixed AI gathering around the spot where a player died.. forever
Fixed dead and disconnected players not getting removed from the server
Updated cave test prefab/scene
Made TerrainCollisionTrigger derive from TriggerBase (should fix the player respawn fuckups)
Removed options from main menu
Fixed ambiguous bindings being generated for RectF and RectI.
Fixed ambiguous bindings being generated for RectF and RectI.
Fixed emulated cabinet display not being correctly sized, which also fixes the cursor location being incorrect.
Fixed emulated cabinet display not being correctly sized, which also fixes the cursor location being incorrect.
Trying to solve this navmesh issue, but this is starting to smell like a unity bug?
more player holding spear animations.
Wall placement dragging now works correctly for both straight and diagonal drags in both directions
Wall placement dragging now works correctly for both straight and diagonal drags in both directions
Commiting arctic scene just to be sure it has no lightmapping data
Hopefully this fixes the compile errors...
Updated AmplifyMOtion and Color. SO test level with new navmesh (no fix)
Made ragdolls ignore player collision (for real this time)
Fixed skinnedMeshRenderer reference on burlap_trousers not being set
Updated physics collision matrix
Made ragdolls ignore player collision
Properly set terrain physic material to fix slippery ragdolls
Added player sliding source file
updated scale bone positions in player_rig_scalebones source file
Generates points for join vertex too but sometimes does it the wrong way around. Easy fix and then zone polygons are done!
updated burlap trouser scale bones