248,621 Commits over 3,928 Days - 2.64cph!
More FreeType build error fixes for OSX
Added missing overlays to terrain's water reflection
Moved new water reflection shader into a Resources folder; was broke on client build
Fixed fog rendering in water reflections; also switched reflections to a faster/simpler replacement shader
Spawning Enemies from Saved State
Spawning Enemies from Saved State
Fixed GridManager loading flipping incorrectly.
Fixed GridManager loading flipping incorrectly.
Added StateLoad/StateSave to GridManager. Started to Load/Save GameStage for Mazing.
Added StateLoad/StateSave to GridManager. Started to Load/Save GameStage for Mazing.
Fixed atmospheric blend locking inspector values during play mode
Fixed and consolidated PVT layer masking; not final, pending feedback from artists
Added auto PVT cache reset on cache aware material param change; edit-mode only workflow tool; exposed as PVT_Control.cacheReset
Implemented State Save/Load for Mazing EnterScoreStage and HighscoreStage
Implemented State Save/Load for Mazing EnterScoreStage and HighscoreStage
Generates end caps properly again.
Complete fix for gmake not recognizing changes to game resources.
Complete fix for gmake not recognizing changes to game resources.
More FreeType Linux and OSX error fixes
Added missing file required by FreeType
Temporary fix for resource file updates not triggering a rebuild with make.
Temporary fix for resource file updates not triggering a rebuild with make.
Fixed a mistake in premake5.lua that apparently didn't break anything somehow.
Fixed a mistake in premake5.lua that apparently didn't break anything somehow.
Improved the distant texture scaling on terrain. Aka. no more massive ground textures.
Updated premake5 script to automatically detect platforms.
Updated premake5 script to automatically detect platforms.
Moved GameAPI.BudgetBoy (because why the hell not)
Moved GameAPI.BudgetBoy (because why the hell not)
Merge branch 'master' of arcade into js-scripting
Merge branch 'master' of arcade into js-scripting
Mesh() now accepts a material as its first argument, should be the material the mesh is intended to be rendered with
Started implementing NWVar2 proxies
Split solution into groups.
Split solution into groups.
Fixed unreliable API assembly resolution.
Fixed unreliable API assembly resolution.
Reimported all terrain normal+height maps
Added all of the variables to Mazing Player state Save/Load
Added all of the variables to Mazing Player state Save/Load