243,108 Commits over 3,898 Days - 2.60cph!
[zombies] graphics for 3 ammo types, soldiers can only reload gun using appropriate ammo type
Allow developers to go third person too
report protocol++
Floor decal fix, making them darker in unity is a quick fix for now.
fixed the animal animations so they don't flicker as much when moving at certain speeds
tweaked animal animations so the foot placement matches better with movement speed.
fixed animalskin script to work with multi materials
Increased arrow speed, made it shitter against buildings (!)
Fixed metal halfheight block being 4 meters offset
Location based damage is back
Bone hit detection is more accurate
Disabled NPC metabolism (because something wasn't working there)
Added bone names to localization
[zombies] soldiers picking up more of same type of ammo add it to stack, drop stack if picking up diff type
Changing D3D9 fullscreen mode to "exclusive mode" by request
Fixed NRE in OnProjectileAttack
Added wetness layer to standard shader
Fixed empty string network write NRE
Fixed NRE in Deployer
Fixed "dropped through" server errors
Sandboxed games now work in the 3D Arcade unity project.
Started work on IK solution to adjust hit height
- Skill/tree system rework + UI part 3
Shooting metal blocks now makes sparks
Shooting stone blocks now make correct stone block being shot effects
Fix compile error and reapply footstep updates
foundation, floor, roof, walls, stairs - metal tier
textured spaceship_01, exported to cloud city unity scene and animated
Merge branch 'master' into sandboxing
Fixed switching between games during runtime.
Court controller can enable / disable fog and fog color
Enabling some shader features
Updated internal standard shader properties
Added first version of standard shader with toggable particle accum layer; e.g. rocks with snow, sand
Added warning if force atlas max mip level fails
Prevented players from spawning inland or on cliffs (only coastal sand beach now)
Extended player spawns to include areas slightly to the north and south of the temperate biome
Enabled reflection probes on the 3 fastest quality settings (fixes black water)
Tweaked topology-based path cost to yield more natural looking paths
Re-implemented `LoadGameFromAssembly()`.
It actually works :astonished:
Removed multithreading from post-road-placement cliff creation (possible race condition if splat, color, topology or path resolution mismatched)
Game host now reaches main loop without errors.
Multithreaded pathfinding of the road network
Try Catch around UnityAnalytics calls - because they're throwing errors for some people
wooden door key can be burnt in fire/furnace