243,189 Commits over 3,898 Days - 2.60cph!
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
Added conditionRepairable to item defs
Added ResourceRef - to reference GameObjects in Resources but translate the reference to a name at runtime. Unity sux.
Placeholder explosion effect for goosey and alex to play with
Ball bounce check before starting ball modifier, changed player slide on moving to position code
Small terrain shader property changes; gui changes to match u5a22
Terrain mesh blend shader (wip)
- Disabled Plastic Unity integration again, because it's shit.
- More refactoring and cleanup.
- Moved more stuff away from using Photon objects
Fixing occasional "samed field name is serialized multiple times" error related to TerrainSplatMap
Add condition info on item icons
Add 'on fire' icon to item icon (when on fire in a furnace or campfire)
adjusted a bunch of view model's idle animations
Updated player wounded anim & .meta
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
In the process of switching to refactored entity shit.
added new WIP cloud rocks
Unified splat and overlay terrain modifiers
Made paths avoid obstacles like rocks, monuments and rad towns
Kept dynamic resource spawns from dithering out of their spawn areas
- Fixed error in Group.cs (looking for old prefab)
- Deleted Group prefab
Generated loot recepies with new items
Fixed a cause of extreme performance issues related to strings needlessly being sent between app domains.
- Fixed tribes not spawning correctly
- Improved GameOptions a bit, now additional graphics options automatically set with quality level