243,840 Commits over 3,898 Days - 2.61cph!

10 Years Ago
[memory_dungeon] hunger bar, new cursor
10 Years Ago
Changed name of root gameobject in bootstrap game scene to "World", and name of any subscenes to "Land". Now when BaseScreen loads a subscene, the root gameobject of that scene is added as child to the main scene of that Screen.
10 Years Ago
- Fixed bug related to scenes from Working directory not being part of the Build Settings and then executing the game while such a scene was the active one in editor. The fix required a custom Build system that I added to the File Menu (Build Before), roughly based on Rust's Build system. - Custom Build System - Automatic Game Screen Sub Scene list Generation when in Editor Mode, based on parsing the Build Settings Scenes list.
10 Years Ago
Removed pvt specific configs from TerrainGen to avoid setting it up in multiple places Removed UVMIX baking to pvt cache; near and far freqs now reside in separate caches Improved pvt terrain texturing fidelity close to original non-pvt terrain; UVMIX now done properly and matches original PVT update: very close to deployment, only a couple bugfixes away; HQ got finer granularity; larger VT support
10 Years Ago
10 Years Ago
Fixing tiny oversight in atmospheric blend code
10 Years Ago
Added motion blur MinVelocity to ameliorate sliding intermittent blur and improve MB quality
10 Years Ago
Fixed the remaining issue when starting the game from an "Island" scene in the Working folder.
10 Years Ago
Added a few TOD params to geo-temporal atmospheric blending
10 Years Ago
Fixed missing textures on menu background terrain
10 Years Ago
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10 Years Ago
Fixed new primitive rendering methods not throwing an exception when used outside of OnRender()
10 Years Ago
Fixed new primitive rendering methods not throwing an exception when used outside of OnRender()
10 Years Ago
Loading the startup scene again instead of loading the Globals prefab.
10 Years Ago
Implemented Graphics.FillRect
10 Years Ago
Implemented Graphics.FillRect
10 Years Ago
Refactored the Screen/Scene loading mechanics a bit. Now loading scenes from Runtime works perfectly, both from startup scene, or any other scene (whether they're part of a Screen that only have a single Main Scene, or a Screen that holds multiple Sub Scenes as well). There's a strange bug when loading from the Working directory right now in that it loads a scene id with -1 the index actually specified for Main and Sub scenes... Will try a fix next that replaces int id loading for string name based Level/Scene loading.
10 Years Ago
Latest GameAPI.dll and fixed drawing lines of thickness > 1.
10 Years Ago
Latest GameAPI.dll and fixed drawing lines of thickness > 1.
10 Years Ago
Fixed line drawing.
10 Years Ago
Fixed line drawing.
10 Years Ago
Implemented Graphics.RenderLinesFromStream
10 Years Ago
Implemented Graphics.RenderLinesFromStream
10 Years Ago
Some extra effects added to SmashBlox.
10 Years Ago
Some extra effects added to SmashBlox.
10 Years Ago
Added particles to SmashBlox to test Graphics.DrawPoints
10 Years Ago
Added particles to SmashBlox to test Graphics.DrawPoints
10 Years Ago
Implemented Graphics.RenderPointsFromStream
10 Years Ago
Implemented Graphics.RenderPointsFromStream
10 Years Ago
added lean left/right animations for all of the player holding weapon animations.
10 Years Ago
Fixed compile errors
10 Years Ago
Reverted Alex's broken burlap shirt commit
10 Years Ago
Started work on deathscreen Fade into deathscreen (wip) Randomly drop held item when killed Switch to third person when killed, rotate around ragdoll Hide viewmodel when dead Fixed local player ragdoll being crazy fucked up on spawn because of their local collider Tried to fix ragdoll LODS, but I don't think it's working that great - will revisit
10 Years Ago
Implemented Graphics.FillRect
10 Years Ago
Implemented Graphics.FillRect
10 Years Ago
Merge branch 'master' of arcade
10 Years Ago
Merge branch 'master' of arcade
10 Years Ago
Implemented Graphics.DrawLine(s)
10 Years Ago
Implemented Graphics.DrawLine(s)
10 Years Ago
Going home. Still doing containable and snappable shit to re add procgen.
10 Years Ago
exported burlap shirt
10 Years Ago
Added server side saving of highscores to file. Game machines are sent the servers current highscore state on init. HighscoreSubmitted event now sets the highscore for all game machines of the same game type.
10 Years Ago
Added server side saving of highscores to file. Game machines are sent the servers current highscore state on init. HighscoreSubmitted event now sets the highscore for all game machines of the same game type.
10 Years Ago
Implemented Graphics.DrawPoint(s)
10 Years Ago
Implemented Graphics.DrawPoint(s)
10 Years Ago
Made some more nature assets use the new standard shader Deleted some old unused assets
10 Years Ago
Split BudgetBoy.Graphics into several files.
10 Years Ago
Split BudgetBoy.Graphics into several files.
10 Years Ago
Auto saved runtime scenes now go into Scenes/Runtime/Islands to match the working directory structure. Updated readme.
10 Years Ago
Added collider property to TerrainMeta Fixed TerrainCollisionTrigger gizmo