243,751 Commits over 3,898 Days - 2.61cph!
screens are networked and displayed on the correct cabinet now, had to give cabinets their own ids because all ids in bolt are not shared across client and server
crouchwalk/jogging animations for the player holding a pickaxe
added flinching to the player mecanim; fixed the empty space between the player leg and burlap shoes/ tweaked the attack animations for some weapons.
added flinching to the player animation system
Removed junk function from cabinet screen shader.
Removed junk function from cabinet screen shader.
Fixed screen brightness not changing when controlling a cabinet.
Fixed screen brightness not changing when controlling a cabinet.
Cabinet screen anti-aliasing fix.
Cabinet screen anti-aliasing fix.
Fixed some implicit truncations and a nonsense error during GLSL translation.
Fixed some implicit truncations and a nonsense error during GLSL translation.
screens are now replicated properly to all connections (only one screen at a time for now)
changed GameAPI to light up the screen when IsControlled and IsRemoteControlled
screens are now replicated properly to all connections (only one screen at a time for now)
changed GameAPI to light up the screen when IsControlled and IsRemoteControlled
Merge branch 'master' of arcade into js-scripting
Conflicts:
Resources/GameAPI.BudgetBoy.dll
Resources/GameAPI.dll
Resources/GamePackager.exe
Unity/Assets/Plugins/Editor/GameAPI.Editor.dll
Unity/Assets/Plugins/GameAPI.BudgetBoy.dll
Unity/Assets/Plugins/GameAPI.dll
Unity/Assets/Resources/Games/Test.bytes
Merge branch 'master' of arcade into js-scripting
Conflicts:
Resources/GameAPI.BudgetBoy.dll
Resources/GameAPI.dll
Resources/GamePackager.exe
Unity/Assets/Plugins/Editor/GameAPI.Editor.dll
Unity/Assets/Plugins/GameAPI.BudgetBoy.dll
Unity/Assets/Plugins/GameAPI.dll
Unity/Assets/Resources/Games/Test.bytes
All most recent DLL builds.
All most recent DLL builds.
Fixed gmad not compiling on Linux and OSX
- Fixed an exploit related to running console commands through the chat
- Fixed crash issues with Player:Kick and Player:Ban
- Player:Ban's second argument is now a boolean, set it to true to automatically kick the player
Implemented perspective independent anti aliasing on cabinet screens.
Implemented perspective independent anti aliasing on cabinet screens.
Added manage to switch in the test scene to a car to drive around the road you've created.
Bunch of minor changes
- Fixed bone merging causing the local player to be rendered twice
- PhysicsCollide entity callback is now shared
- Added PhysObject member to PhysicsCollide collision info table
- Added EFFECT:PhysicsCollide hook to scripted effects
- Fixed CSS muzzle flashes not automatically appearing on some viewmodels (for real this time)
- EntityEmitSound hook now has a slightly more consistent behaviour
- Tentative fix for random Lua metatable corruption (can't really check if it's fixed or not due to how random it is)
- CNavArea:IsOverlapping's tolerancy argument is now optional, defaults to 0
- Fixed crash with CNavArea:GetClosestPointOnArea
- CNavArea:IsVisible now returns a second value which contains the first point in the area that passed the visibility test
- Added SND_* sound flag enums
- Added Entity:IsSolid()
- CSoundPatch:ChangePitch's and ChangeVolume's delay argument are now optional (default to 0)
Updated some scene files to make sure the latest prefab changes were applied correctly
Restored LuaJIT to 2.0.3 (it wasn't actually the culprit, ah well)
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Time of Day update to 2.1.1 prerelease 4
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Don't initialize PVT on dedicated server (!)