243,834 Commits over 3,898 Days - 2.61cph!
Finished highscore entry for SmashBlox, and added a few helper properties to Axis controls.
Finished highscore entry for SmashBlox, and added a few helper properties to Axis controls.
Fixed metal_plate_torso not having any meshes
Workaround for foilage outline on menu screen
Time of Day update to 2.2.0 prerelease 2
Some improvements to sprite atlas packing, and started work on score entry stage for SmashBlox.
Some improvements to sprite atlas packing, and started work on score entry stage for SmashBlox.
Material tweaks
Switched off directional fog
Re adding the procural stuff
Made Entity.AddSprite / Entity.RemoveSprite generic, added high score display to SmashBlox.
Made Entity.AddSprite / Entity.RemoveSprite generic, added high score display to SmashBlox.
Adding max torch wall mounts to plastic.
Minor wolf controller tweak
Added fog density control to atmospheric blend.
Games can now be packaged by building their project in visual studio, and games can specify a list of initial highscores.
Games can now be packaged by building their project in visual studio, and games can specify a list of initial highscores.
Time of Day update to 2.2.0 prerelease 1
checking in fixes for the model errors concerning the burlap trousers and shirt
Attempt at fixing NREs in WaterUpdate
Trees rexported using the new UVed pallette texture...
Implemented GameBase.SaveState and GameBase.LoadState.
Implemented GameBase.SaveState and GameBase.LoadState.
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Started work on game state serialization so that control may be passed between players.
Started work on game state serialization so that control may be passed between players.
Adding the torch max and textures files to rust_art.
Updated the w_torch with the new torch and LODs.
checking in the plate armor with fixes to the mesh, textures should already be up?
Updated the v_torch.fbx with the new torch model, also adding the new textures.
improve the jumping animations (running jump looks more natural / also fixed how the landing occurs so it happens immediately when the player lands), tweaked the run animation for the rifle.
check yo self before yo wreck yo self
Mammoth rescale and first draft rig
Mammoth imported. Trees reimportd with proper scale.
added a couple extra torso flinch entries to the flinch array.
-fixed the ikWeight settings on several of the animations. Added a couple of extra torso flinch animations to the state machine
added pistol/rock/torch animations to the player anim_controller; fixed a bunch of timing issues. (verified that player animations are working in the "TestLevel" scene)
Minor spec tweaks on skin.
Temporarily deactivated the slightly broken horizon clouds.
Colour grading for TODs and biomes.
Backup committing a few lookup tables.
Made animals rigidbody-free (hyper fast but makes them not-move in the test level and ghost through foundations)
Need to rename roadsectiontest it is now roadsection and that has been removed. Also removed the old road and testing classes.
Added mesh building at end cap and intersection. Need to tidy that up a bit.
UVs are stretched a bit which is shite. Got a new simple method though.
Get rif of gap artefacts.