244,454 Commits over 3,898 Days - 2.61cph!
Don't kick for different manifest, but print a warning in the console so everyone is aware that the versions are different
Fixed NRE in ConstructionRenderer.UpdateMaterial
Fixed save load spam
[platformer] blocks try not to move a direction they cant
Added models, textures, and prefabs for human and chicken meat
[platformer] added spike sprites, started subclassing Block
Created abstract HEM classes to start generating floors proper and cool innit.
Re-applying changes - hopefully for real this time.
Undoing changeset that turned everything into empty files - gj @plasticscm
Fixed OSX errors and warnings
Updated OSX library
Added whale jump source file
updated whale game asset with skinned version, added jump anim
finished jail building, starting on rackets building, added wooden framework
Added native texture allocation, meant for optional dxt compressed cache
Removed native pre pass render (deprecated)
Added native pre pass readback and async histogram computation
Updated Windows 64 and 32bit DLLs
Updated TOD
Campfire prefab tweaks
Making a stripped down HEM implementation to use for rooms.
Merge branch 'master' of github.com:Facepunch/arcade
Attempting to improve shot returns - fixed move position for smash
Started work on a first person controller that can interact with cabinets.
Completely disabling water reflection (big perf issues)
Clearing m_PreloadedShaders because it crashes Unity on the build server
Fixed null ref in filmingcontrol
Added ape metas and added test rigged character to anim viewer scene
Added Water-Ocean shader (copied from Water)
Fixed filming setup in Alpine
loot crate optimization and fix.
Fixed players not being able to walk through doors
Fixed a bunch of substance textures that had reverted to legacy shaders
Added developer list (to allow things like joining servers without EAC, debugging)
clperf console command
Added ape racket testures
Added Ape character folders, game mesh & initial ready anim
Progress when loading a save on server
Don't make all server builds development builds (!)
Exported apline TOD to xml, set in BiomeAlpine. Set default SkyDome values to more neutral setup.
Muted all channels in the AudioMixer so the sound of the ocean doens't upset Petur
Copy win32 dlls over on build
Tweaked graphics settings, shader preload
Misc performance/profiling tweaks
TOD Params loading for Biomes via xml (button on manager to force load in editor, loading on init at runtime)
Screen reflections now show individual pixel LEDs.