244,328 Commits over 3,898 Days - 2.61cph!
Fixed SitOnMe awkward seating bug.
Quick dirty fix for NavAgentMoveRandom to place an LOI SO instead of pure nav agent crap. Fixed the "entry" bug on the anim controller
Post-build deployment, GUID: f48c1c72-8ed2-4e12-9bb8-586adb1e9fc9
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Fixed references to removed Mathf functions.
Post-build deployment, GUID: 640fdda5-688d-42ba-813d-3ed79fb33354
Added a simple mesh combiner to batch geometry. Significantly reduced draw calls. A lot more could be done but fuck it for now.
Fixed block skins being deleted on level change, leading to NREs
- More animation controller tweaks
- Improved BuildingController and Building for cleaner init process for buildings, their states and child SmartObjects
Latest building_basic_all.max
All the stuff I should have fixed before merging but forgot
Merged construction2 into trunk
Get phrases from block grades too
Demolish 4x faster
Updated phrases
chicken model + texture done.
Fixed issues with terrain atlas in GL; might require terrain shader reimport
Merged local chat branch.
Updated ProjectVersion and ProjectSettings to b12
Deleted some stm files, which apparently are just backup stuff that shouldn't be on here
Deleted the duplicate tree prefabs since they're already outdated (and even more outdated on the tree-batching branch)
Deleted some files that leaked into my previous commit.
- Yet more controller fixes. SitOnObject, SitOnGround now triggers, updated Behave tree for SitOnMe SO.
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
Do full tree batch refresh when the client finished loading
Removed random scaling from Spawnable (now handled by TreeMesh)
Added Tools->Update->Tree Prefabs and converted all tree prefabs to the new batching system
Added initial tree batching system
Increased network protocol.
Text chat now indicates volume.
Allow prefab preprocessors to run inside the editor
More controller and anim fixes
Fixed HumanMale idle anim lengths, renamed various Sitting anims and animator params
Cleaned up HumanMaleController transitions, fixed HumanRandomiser
keypad, textures plus lods
Pie menu disabled items, some phrases
Procgen - getting batching working proper.
Pie menu defaults, fixed key repeating
Reverted some atlas terrain material parameter values
Added a few more shader LOD modes to terrain shader, from 100 to 600; one for each quality mode
Added bicubic filtered splat control samples for highest quality mode
Fixed a few older menu scene materials
Overlay tweaks, foundation conditionals