239,395 Commits over 3,837 Days - 2.60cph!

10 Years Ago
Upload scripts for dev/dev-debug
10 Years Ago
Audio stuff improved rock sounds add audio perspective switcher script tweak audio mixer a bit update audio randomizer to not adjust unrandomized values
10 Years Ago
rabbit sound effects and prefab
10 Years Ago
Fixed chickens being invincible
10 Years Ago
rabbit attack animations / and another idle anim
10 Years Ago
Fixed net.ReadUInt not using unsigned integers
10 Years Ago
Fixed some names causing collisions updated manifest
10 Years Ago
Started on representation stuff.
10 Years Ago
Updated to latest Amplify Motion
10 Years Ago
Tweak rock impact sound
10 Years Ago
Fixed some compiler errors retained spectating ability for admins
10 Years Ago
Removed debug speedcheats and spectating
10 Years Ago
Made asset importing faster by only checking the meta file for meshes
10 Years Ago
Only disable material import on meshes on first import (i.e. artists can manually re-enable it for individual models) Made satellite dish monument use the correct materials
10 Years Ago
Updated terrain anchors to fit the new dish monument
10 Years Ago
prefab scene update
10 Years Ago
Made the AI danger and obstacle lists guarantee no duplicate entries again
10 Years Ago
Added ParentRedirect component Made tree colliders redirect AI sensing to their parent Made DangerInfo, ObstacleInfo and TargetInfo keep references to their game object instead of their collider Changed the AI sensing masks to interest and occlusion Made AI sensing find trees again
10 Years Ago
Fixed minor network bug with key locks much easier to tell if a lock is locked/unlocked now
10 Years Ago
Make a quick death screen before home.
10 Years Ago
re-esported serve with new system in place
10 Years Ago
Moved some script files, folders need a proper cleanup, added debug refill for special move meter.
10 Years Ago
Some fixes. Ready to start tidying player classes up a bit.
10 Years Ago
added start on metal grate and scaffolding
10 Years Ago
merging in : Player corpses won't disappear while you are busy looting them If you harvest a player corpse until it disappears, a small percentage of items will spew (wip) Moved lootable corpse over to use RPC's instead of itemcommands
10 Years Ago
Actually the last scene commit.
10 Years Ago
merge from main
10 Years Ago
Player corpses won't disappear while you are busy looting them If you harvest a player corpse until it disappears, a small percentage of items will spew (wip) Moved lootable corpse over to use RPC's instead of itemcommands
10 Years Ago
Shaders in asset bundles now work
10 Years Ago
Fixed effect manager error. Fixed a few problems when you're a listen server.
10 Years Ago
Fixed some warnings
10 Years Ago
Made spawn rules for players easily configurable on the spawn handler prefab Made players always spawn on beaches in the temperate biome
10 Years Ago
Updated prefab scenes
10 Years Ago
Updated all the meta files to b14
10 Years Ago
Player spawning. Should be working now but has a few bugs to iron out.
10 Years Ago
Testing coloured shadows with deferred shader
10 Years Ago
Post-build deployment, GUID: 1ee3a82a-2957-4870-9030-07aeb988ee4b
10 Years Ago
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
10 Years Ago
The web player no longer tries to use a proxy for loading games.
10 Years Ago
Made tree colliders automatically get moved to the tree layer when updating their prefabs
10 Years Ago
Made mesh obstacles bake their info to scriptable objects
10 Years Ago
Post-build deployment, GUID: 05ee8941-bf03-47a9-82be-9d9ac919ebd5
10 Years Ago
Last load of scene stuff before the purge
10 Years Ago
Post-build deployment, GUID: abcae63f-7e8d-4f94-9d1b-a76229867fc5
10 Years Ago
Post-build deployment, GUID: 3abf8d16-5bd8-4297-93e1-ea6725a309fa
10 Years Ago
Post-build deployment, GUID: ed0491a5-c1c4-4a6f-a9a0-d0844203c1bb
10 Years Ago
Post-build deployment, GUID: 013089af-ba2f-4163-aa2b-d8b3fcf89829
10 Years Ago
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
10 Years Ago
Changed the default game to Mazing.
10 Years Ago
Shader-level workaround for 'crazy polygons' caused by serialized meshes (vpaint)