243,818 Commits over 3,898 Days - 2.61cph!
Server now releases control of cabinet when the player controlling it leaves.
Experimenting with Resizer and Dragger UI controls.
Started simple main menu mockup.
Mesh colliders for animals
Fixed animal pink skins
Been fucking around all day to sort out UV matching up but finally figured out a good method. Do it in the face creation!
FIxed player skin being shiny as balls at night
Updated sky prefab (smaller clouds, slower wind speed)
Disabled fog in horizon clouds
Time of Day update to 2.1.2 prerelease 2
Started a basic breakout clone.
Started a basic breakout clone.
Changed ambient occlusion image effect order
Added safe error handling when a grass patch uses too many vertices
Added Entity.GetSpriteOffset / Entity.SetSpriteOffset
Added Entity.GetSpriteOffset / Entity.SetSpriteOffset
Re-organised prefab folder
Everything that autospawns should now be in the autospawn folder
protocol++
Skinned colliders can no longer be convex
Fixed potential headshots creating an error
Fixed a bunch of compile warnings
Removed duplicate LOD group from cactus 5
Removed unused model mockup.
Removed unused model mockup.
Fixed HTML manager spawning twice
Changed HTML to 'OnDemand' mode
Removed player rigidbodies serverside
Fixed Radiation sphere trigger math
Added vis.triggers convar
Added non-corrupted demos.
Added non-corrupted demos.
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Tweaked sprite atlas generation algorithm to prioritize packing textures near the UV origin.
Tweaked sprite atlas generation algorithm to prioritize packing textures near the UV origin.
SkinnedMeshCollider triangle array errors
Fixed errors with input state being null on disconnect
player wont refresh anim after death
player wont refresh anim after death
Recorded a couple of uncorrupted Mazing demos.
Recorded a couple of uncorrupted Mazing demos.
Added a non-corrupted Test Game demo.
Added a non-corrupted Test Game demo.
Stopped debug atlas images being generated.
Stopped debug atlas images being generated.
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Implemented a custom texture packing algorithm so that the result is the same on all platforms.
Implemented a custom texture packing algorithm so that the result is the same on all platforms.
added instructions on menu stage
added instructions on menu stage
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Sprite atlases are temporarily exported as .png files for debugging.
Sprite atlases are temporarily exported as .png files for debugging.
screen fade uses a tilemap