254,761 Commits over 3,990 Days - 2.66cph!
- Fixed some Unit prefab issues causing NavAgent errors
- Added a check for Player.CameraControls.IsFollowing to Player.UnitControls mouse interaction stuff
Merged changes from main.
Post-build deployment, GUID: 16ee3084-8a64-4ac4-a039-d58a3483bf2b
Reverted testlevel to non broke version
fixed issues with torch controller ( was selecting wrong anims & length of blends were causing issues between states)
Updated Torch vm anims
Fixed lootable corpse not dropping some of it's contents on death
- Added PlayerCameraEffects to control post FX associated with various camera functionality (e.g. following a Unit)
Retired TransformChangeMonitor
Added EntityTransformNetworking component
NPCs now call TransformChanged() manually
Players now call TransformChanged() manually
Post-build deployment, GUID: b1561dd8-7a5b-47c8-8b80-9e13d79d03cf
Added editor baking support to all terrain map extensions (WIP)
Documentation updated during deployment build 95b32a31-bad1-46ff-ac45-f07a81b40535.
Documentation updated during deployment build 95b32a31-bad1-46ff-ac45-f07a81b40535.
Fixed disposed game instances still being used when an attempt to switch to a new game fails.
fixed codelock not showing status in green/red
small storage is now default blueprint
bear trap is now snap trap
can no longer craft vagabondjacket + assaultrifle by default
updated cupboard icon
fixed codelock not showing status in green/red
small storage is now default blueprint
bear trap is now snap trap
can no longer craft vagabondjacket + assaultrifle by default
updated cupboard icon
Added a link to the Mono downloads page in the Getting Started tutorial.
Added a warning message when attempting to compile a game when no C# compiler is found. arcade-issues/issues/9
Fixed barrels respawning until they took over the whole world
Barrels die properly when killed
Minor path edit to my savefile path.
made torch light less pink
- Camera fixes and settings tweaks
- Added "Follow Selected Unit" button (bound to F)
Building stone skins meshes/textures/materials/prefabs
- Added back in Behave's r622 CoreOnly dll of protobuf-net.
- Disabled the r622 Full/unity dll of protobuf-net.
- Rewrote the ProtoLoader to get disabled when using the CoreOnly dll of protobuf-net.
- Game now works again.
Fixed base normal not active on legacy terrain shader
Tweaked some normal map settings
made corpses invulnerable to bullet damage
Added splat modifier placement and anchor placement to TerrainModifierGenerator
Updated radtown_small3 scene (not the prefab yet)
- Updated Behave to 2.5
- Upgraded Protobuf-net to full unity 622 (with Behave support)
- Misc Log touchups throughout codebase
- Implemented GameSaveData external project that generates a protobuf dll for Plugins/Before/
- Implemented GameDataSerializer, for AOT support, the generated dll also copied into Plugins/Before/
- Wrote a save/load test when GameManager awakes.
Devlist and legacy terrain debug files.