244,333 Commits over 3,898 Days - 2.61cph!
Fixed gay issues with pivots etc.
Disabling water reflections should now give a much higher performance boost
Fixed issue with medical syringe leaving hand during player anims
* Fixed some addons not being able to be extracted.
* Returned maps/*.png to game addon whilelist
* Fixed Player:KillSilent not forcing player to exit vehicle, making him stuck dead
* Fixed util.IsValidModel false-positives, now you can spawn big pipe from HL2
* Added more blocked commands to prevent servers from fukcing up players
* Fixed materials/gm_construct/grass-sand.vmt $surfaceprop2
Added viewmodel bob to pickaxe prefab
updated player gesture source
Added a lootmenu which looks for near by objects that will be able to be added to a player menu.
- Updated A* Pathfinding Project to ver. 3.6
- Applied A*PP navigation to agent prefabs by default.
Fixed TestLevel crashing editor on OSX
Updated items from admin site
Made editor not try to initialize EAC, some steam stuff
Added TimeWarnings on shutdown/disconnects
Updated BuildingTest scene/components
Made the flags inspector code a bit less shit
Added new player gestures to mechanim, created parameters
Exported new player gesture anims (shrug / victory) & set up clips
Merge branch 'master' of arcade
Added an Embedded scene for the forum web player.
Removed client.lerptime (exploit)
Changed how position lerping works (to appear less delayed)
Merge branch 'master' of github.com:Facepunch/arcade
Verified that the project works in both Unity 5 and Unity 4.6
[ultimate_soldier] exits no longer block gunshots
Added --unity4 and --webplayer options for the premake script, triggering UNITY_4_6, UNITY_5_0 and UNITY_WEBPLAYER preprocessor directives as appropriate.
[ultimate_soldier] created title stage
- Added A* Pathfinding Project.
- Fixed namespace conflicts with A* Pathfinding Project (rather than changing 3rd Party sourcecode).
- Updated all Navigation code for Agents to support both native and A* Pathfinding.
Enabled EAC for linux/osx
Merge branch 'master' of arcade into unity4
Merging unchecked in changes from friday. Some can probably be deleted though.
[ultimate_soldier] revamped how player energy & dashing work
cant remember what i did to the lantern but i think it was important.
Added the base for doing inventory stuff.
Fixed standalone compile error
Merge from procgen3
Updated prefab names
Updated game manifest
Protocol++ (network + save)
Added ImageProcessing class (contains Dilation, GaussianBlur and Average filters for now)
Made splatmap noise preserve hard edges
Beautified colormap generation code
Doubled forest edge thickness
Stretched forest shape a bit
Made forests in the arid biome smaller
Tweaked overall forest shape and frequency
Fixed forest 6 having snow
Fixed off by one in dilation algorithm
Made Deque force buffer size to power of two in EnsureCapacity
- Added Entity:SetNWVarProxy(name, func) and Entity:GetNWVarProxy(name) [shared]
- All NetworkedVar functions now use the new networked variable system
- Removed all NetworkedVar2 functions
- Fixed SetNWEntity not working correctly in singleplayer
- NetworkedVars are now properly saved when saving a game or transitioning between levels in singleplayer
- Added Entity:GetNWVarTable(), returns all the networked variables in an entity
- Fixed a save file issue with CSoundPatch
- Added render.SetLocalModelLights(lights)
- Increased maximum bone count from 128 to 256 (please test this!)
Updated UnityEngine.dll with plugins
Added a few turd rocks back to the arid biome (they look okay there I think?)
Removed some useless inspector variables from the decor scripts
Tweaked the minimum terrain height at the terrain borders
Optimized colormap calculation
Optimized splatmap calculation
Added sand-colored dirt layer between beach and grass
Improved island fadeout towards the terrain borders
Made mountains in the arctic biome slightly bigger again
[ultimate_soldier] civilians dont follow SWAT they cant see
The thompson, rifle, lantern and the viewmodel arms are no longer completely matte.
[ultimate_soldier] changed the way soldiers decide where to spawn
[ultimate_soldier] fixed AI soldier walk anim playing too fast after pickup gun