242,966 Commits over 3,867 Days - 2.62cph!
Added speaker settings to F2 (but Unity doesn't let you switch speaker modes at runtime yet, so they're hidden)
Merged modular procedural generation from main/roads
Protocol++ (network + save)
Made procedural generation fully modular (for exact control over the step order)
Made static decor and monument placement part of the modular procedural generation
Simplified decor system (now only used for dynamic clientside clutter, as it should be)
Documentation updated during deployment build 0de13f14-fafa-4435-89b9-51d27ab41c17.
Documentation updated during deployment build 0de13f14-fafa-4435-89b9-51d27ab41c17.
Possible fixes for webplayer builds.
New dependencies are now removed during web player builds.
Added building privilege notices
Changed holdtypes to better match salvaged axe / icepick weapons
Moved `Build` script to `GameAPI.Unity.DevKit.Editor`.
Added reference to `Facepunch.dll` in `GameAPI.Unity`, ensured `DevKit` scripts are in the same namespace.
Fixed jackets having empty skinned mesh renderers
[ultimate_soldier] Fixed soldier collision resolution.
Updated PlayerModel scene's Terrain game object
Added max depth to PathFinder
Added road and roadside topology
Added loot panels
Fixed not being able to loot player's clothes
Network protocol++
- First pass of custom shader optimisation
Added entries for generated files in `.gitignore`.
Added automatic protobuf code generation.
Revised to previous Salvaged axe vm Idle as it has been overwritten
Added player death anim source
Now using https://github.com/gsscoder/commandline for `GamePackager`, included https://github.com/hultqvist/ProtoBuf binaries.
Updating head file source
- Moved from global EntitySeperator to each entity's Update() moving
- Some other optimisations
Added `Facepunch` and `Lidgren.Network` libraries from arcade-networking
Effects can be broadcasted to everyone on the server (for things like loud explosions)
Fixed infinite loop crash
Merge branch 'master' into sandboxing
Conflicts:
GameAPI/GamePackageHelper.cs
Fix for possible `InvalidOperationException` when loading games from scripts.
Can only sprint forwards
Can't melee attack when sprinting
Attempting to debug an exception thrown on Mac OSX when attempting to get a process ID.
Committing changes left over from yesterday.
Attempting to debug an exception thrown on Mac OSX when attempting to get a process ID.
Missing start position randomization
Ambient stings & ambience volume tweaks
improved the blood particle effects
fixed a bunch of wm_ weapons not using the proper 3rd person hold type
- More trimming of BaseEntity
- More general refactoring
- Moved loot drop related code to a new LootDrop component