107,945 Commits over 3,867 Days - 1.16cph!
Don't refresh servers until we open the page
Steam Sharp - handle steam not being open without crashing
Updated steam native dlls
redid the treadwater animations so they look more natural.
Made decor system use GameManager.CreatePrefab rather than GameObject.Instantiate
Added overloads of GameManager.CreatePrefab that take a GameObject as prefab
Removed manual garbage collection pass from grass system
Let's see if we can get along without calling it manually at all
Fixed menu screen not closing when in game
Removed now apparently unused menu.html
removed hardcoded development class
Cursor managment from HTML (cursor will show if any element with .needcursor is visible)
Fixed glue.on not getting arguments
renamed glue.call to glue.trigger (to avoid confusion)
added $rootscope.global object - which is set by the game on startup
server queries use server_protocol from game
game now hides menu element where appropriate
Joining server is now working
Made grass and decor gizmo color configurable via inspector
Added language picker
Added selected server popup
Removed global gutter padding (this should be done on a screen by screen)
Server join button
Localization
Querying Lan/Friends/History
Fixed ` input and console position
Merging CSS updates and console fixes
Added new grass and decor system to experimental (this will probably break everything)
Better error logging. I'm going to stop fucking around with this now.
Create textures from Color32 instead of Color struct
Made decor alignment to normal optional
No need to store static decor objects in a list
Removed testing variable (use BODY.development instead)
Placeholder background when not in game
Re-implemented localization
Re-organised UI app structure, added templates for in-game GUI
Updated console system to address Andre's OCD with global
No error logging/reporting in editor
Pass last exception to sentry
Moved OutputHandler to Facepunch.Output
Added threading to the grass system
It now assembles the vertex, triangle and UV lists fully asynchronously
Reverted the decor spawn position shift workaround I had to introduce by solving it a little more neatly
adjusted the movement animations so their loop cycles start on the proper frame (with the right foot planted); adjusted the blend tree for the player animation controller so there's not as much hitching when the player is jogging left / right
Changed grass and decor spawn loops to be initiated by terrain generator in the future
Added global.batchmode (needs testing)
Added option to execute on dedicated servers to decor system
-sprinting animations are all done.. redid the treadwater animation so it looks more natural
Moved trees to content/trees2, added pines, Camelot VFX
Tweaked rock material parameters to look somewhat acceptable
Fixed decor ignoring the selected splat type and always spawning on grass instead
Let's try to keep all sound files in one folder
I think those can be deleted