244,455 Commits over 3,898 Days - 2.61cph!
- Removed CameraPath3
- Added Cinema Director Suite
- Made SeasonManager a lot more efficient
Added dev.shaderlod for future performance experiments
Fixed standalone build error in SceneAsset
Moved all trees to the tree layer and all decor to the world layer
More scene size fixes (everything from our end is now fixed)
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Finished removing the need for a dedicated Resources directory for each game.
Reworked the scene save and load structure so we no longer have _runtime duplicates for all our scenes. Added DestroyOnAwake script (must sit on the EditorOnly object in scenes)
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Missed some rustle colliders
Tweaked creation order of loaded entities
Don't send group < 0xf777 errors to the html console
Updating tree prefabs with their right prefab names
Protocol++
Documentation updated during deployment build 9f0d98b6-a2d0-4f63-b222-3f946e6c7caf.
Documentation updated during deployment build 9f0d98b6-a2d0-4f63-b222-3f946e6c7caf.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
a couple doc clarifications
tone down the melee idle animation so it doesnt look like a 20 year old on ecstasy.. Now he looks like an 80 year old on valium..
added fishing_rod_w prefab.
added 3rd person fishing_rod animations.
Removed the rustle triggers on all of the resource trees (the ones on the decor are fine, but they're still not triggers @petur)
Removed damage indicator that was embedded on the main camera for some reason
source files for the fishing rod animations
Fixed some minor grass color issues
Made scenes a bit smaller
Kept TerrainMath from serializing until I find a better place to store its data
Updated eagle anims & mesh fbx (skinning still needs tweaking)
Made entity parenting a bit more bulletproof, error throwing
protocol++ (forcing clean servers)
Started making Game/Resources not required, and so resources are loaded from each game's root directory.
- Some /Content cleanup
- Added HumanMale@Rafting (with asset included)
- Added deformable ocean test scene
Updated building_basic_all.max
Block grades
Hammer menu
Block flipping
Block upgrading
Seperating skins from blocks
Two sided window/wall, two sided foundation
Post-build deployment, GUID: 0402fe9f-7204-4718-96c0-0dc051f161f2
Another small build change
Quick change to build script.
added loot_crate_B files.
added loot_crate_A files.
Web player should compile now.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Trying to fix webplayer builds.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Now builds the standalone by default.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Removed unused build script.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Fixed compilation issues in OGL; possibly other platforms as well
Added built-in standard/universal cginc dependencies to avoid surprises in the future