243,599 Commits over 3,898 Days - 2.60cph!
Post-build deployment, GUID: 16ee3084-8a64-4ac4-a039-d58a3483bf2b
Reverted testlevel to non broke version
fixed issues with torch controller ( was selecting wrong anims & length of blends were causing issues between states)
Updated Torch vm anims
Fixed lootable corpse not dropping some of it's contents on death
- Added PlayerCameraEffects to control post FX associated with various camera functionality (e.g. following a Unit)
Retired TransformChangeMonitor
Added EntityTransformNetworking component
NPCs now call TransformChanged() manually
Players now call TransformChanged() manually
Post-build deployment, GUID: b1561dd8-7a5b-47c8-8b80-9e13d79d03cf
Added editor baking support to all terrain map extensions (WIP)
Documentation updated during deployment build 95b32a31-bad1-46ff-ac45-f07a81b40535.
Documentation updated during deployment build 95b32a31-bad1-46ff-ac45-f07a81b40535.
Fixed disposed game instances still being used when an attempt to switch to a new game fails.
fixed codelock not showing status in green/red
small storage is now default blueprint
bear trap is now snap trap
can no longer craft vagabondjacket + assaultrifle by default
updated cupboard icon
fixed codelock not showing status in green/red
small storage is now default blueprint
bear trap is now snap trap
can no longer craft vagabondjacket + assaultrifle by default
updated cupboard icon
Added a link to the Mono downloads page in the Getting Started tutorial.
Added a warning message when attempting to compile a game when no C# compiler is found. arcade-issues/issues/9
Fixed barrels respawning until they took over the whole world
Barrels die properly when killed
Minor path edit to my savefile path.
made torch light less pink
- Camera fixes and settings tweaks
- Added "Follow Selected Unit" button (bound to F)
Building stone skins meshes/textures/materials/prefabs
- Added back in Behave's r622 CoreOnly dll of protobuf-net.
- Disabled the r622 Full/unity dll of protobuf-net.
- Rewrote the ProtoLoader to get disabled when using the CoreOnly dll of protobuf-net.
- Game now works again.
Fixed base normal not active on legacy terrain shader
Tweaked some normal map settings
made corpses invulnerable to bullet damage
Added splat modifier placement and anchor placement to TerrainModifierGenerator
Updated radtown_small3 scene (not the prefab yet)
- Updated Behave to 2.5
- Upgraded Protobuf-net to full unity 622 (with Behave support)
- Misc Log touchups throughout codebase
- Implemented GameSaveData external project that generates a protobuf dll for Plugins/Before/
- Implemented GameDataSerializer, for AOT support, the generated dll also copied into Plugins/Before/
- Wrote a save/load test when GameManager awakes.
Devlist and legacy terrain debug files.
added boar idle/walk/run animations for various states ( tired / angry )
added boar and wolf flinching (stationary / moving)
fixed some issues with the bear anim controller.
Foraging now has a separate duration property.
Stag now flee half as far.
- Renamed SceneHolder to Scene
- Added Events manager skeleton
- Nuked several redundant utility classes
- Re-wrote PlayerCameraControls
Reduced animal attack range.
Animals now slow down while turning.
Fixed splat terrain modifier introducing some NaN values to the splatmap in certain cases
Log errors if the heightmap or splatmap contain NaN values when calculating the world checksums
fixed out of order usage of RaycastAll in DropToGround
fixed bug where corpses would disappear regardless if it took damage/was being looted
corpses of objects killed by beartrap will hang around a looong time
tweaked AR recoil
fixed the ak47 prefab. (it no longer reloads after every shot :)
Reapplied NPC age and murder weapon logging.
Subtracted last commit because it had scene changes.
NPC death logs now include the creature's age and what weapon killed it.