243,392 Commits over 3,898 Days - 2.60cph!
Fixed stack splitting dupe bug
Brute force merge without any lube.
* Add materials for TOOL.Information stuff
* GitSync
Added a point to play camera celebrations, static for now as the cameras are likely to be animated. Added camera shake on anim event. Can now exit celebrate anim state without transition. Added ape lose to controller.
Changed legacyterrrain splat control textures from rgba1+rgba2 to rgb0+rgb1+rgb2
Fixed control map being tiled in shader when in edit-mode
Can cycle through characters and courts
[zombies] spawn zombies around level
New screen cover transition
Added a new scene for the demo
Catch & report RPC exceptions nicer
Fixed EAC banned users sometimes not getting kicked properly
Beta 21 changes, UI score bars can be hidden
Fixed NRE in RandomDynamicPrefab.EnterView
If network exception disconnection, tell server what the exception was
Handle main menu news not loading properly
Fixed blurry menu texture
Fixed UI scaling wrong on 4:3
Fixed some player chat messages just printing "SERVER"
Fixed white line on Steam avatars
Merge branch 'master' of github.com:Facepunch/arcade
Fixed not being able to drag from belt bar or some of loot bar
Put corpse inventory container first (temp hack, so can loot corpse body)
* Fixed physgun beam not removing on drop
* Fixed server workshop addons redownloading even if we already have subscribed to that addon
* Improved performance on server workshop addons when updating the timestamp ( Hopefully this will reduce amount of crashes caused when joining the server )
Added experimental tiling per splat; only on legacy shader atm
Unbroke blend mask toggle
Attempt at fixing TerrainPaint splats going retard sometimes
Terrain atlas generator now throwing error on invalid splat texture size
Fixed being able to drag empty icons
Added Pickup notifications
Added blend masking toggle to TerrainPaint, for debugging purposes
Fixed TerrainPaint mismatched splat channel ordering in play mode
NPC no longer jump far ahead after being updated slowly.
Added skinned male variant head with LODS
Added skinned black male variant head source file
Sync is a bit smoother going home.
Added some randomization to rad towns 2 and 3
Added randomized mushrooms to more trees
Updated UI sets / games indicators
[racer] More work on the post-race stage.
Ball mechanic changes - Topspin and slice fixed
re-exported cloud city court with dust mask map channel set to 1 and added that to shader
tweaked lighting values on metal shaders on cloud city
Fixed pointless allocations in AISense
Changed AIObstacleRedirect to AISenseRedirect