242,841 Commits over 3,867 Days - 2.62cph!
`Graphics.DrawPoints()` and `Graphics.DrawLines()` now accept a float for point / line thickness.
Fixed torch issues (being in unlit position when lit)
Added lit torch deploy animation
Time of Day update to 3.0.0 prerelease 6
player preview
item selection
selected item info
item commands
item icon shader
Updated plugins. Testing network player shit.
Started writing shader for line drawing.
fixed broken meshes in wild west level, fixed shader on powerup crystals, added new net
Never strip TOD PP shaders
finished cloud city net mesh and shader
Added generic uGUI graph class
Converted FPS graph to uGUI
Removal of old playblasts.
Anim test playblast of TENN-15.
Fixed infinite loop when rendering lines from a stream.
Building skin Tier1 meshes/textures/materials/prefabs
Lines are now serialized in groups of continuous sequences after culling.
TENN-15 test anim scene for Alex.
Added shaker to main camera, moved minecarts and paths to their own gameobject
Updated Toolbag scene with TENN-15. Char03 final art assets.
[war] tweaked the way soldiers evaluate shots, added per-soldier accuracy attribute
Made Unit Attribute debug a UIWidget in the game UI, toggled in the debug overlay Unit tab
[war] soldiers lose track of targets they cant see anymore
- Debug Unit UI shows Agent attributes (select unit and hit f12)
- Updated TOD
EntityComponents can contain RPCs
Drag and Drop progress
tweaked some 3rd player animations for the rifle.
added some new pump action shotgun animations
Terrain concept tile updates, and files for underwater stuff.
Updated standard assets to b21
Updated Ape lose anim source
Skip death screen on join if useless to player
Added ListComponent (like singletoncomponent, but keeps a list of instances)
UI WIP
Mid way through changing `GraphicsProvider.DrawMesh()` to accept a 4x4 matrix.
Added lobbed shot marker, started to add new score panels
Quad geometry used for sprites is now explicitly defined, moved to be a unit square from (0,0) to (1,1).
added tv screens shader for rotating screens, added new net to floating city level and added new net shader (work in progress)
Removed unused code from system info
Fixed decor ordering being ambiguous for bushes
Protocol++
Added Ape 'roar' special move
Simplified the `BudgetBoySprite` shader.
Fixed transformation operation deserialization.
Fixed `Text` being rendered in the wrong position after being scaled or rotated.
[racer] Added drifting, needs some tweaks though.
Switched system info mono section to direct calls
Added Trainer forehand lob anims