244,151 Commits over 3,898 Days - 2.61cph!
Converted remaining elements to new system
Fixed so that a unit supports exiting the SitOnMe state, but it's not 100% working yet.
- Added ZoneFoliage component. Seasonal foliage controls now per zone.
- Cleaned up SceneInfo a bit, commented our collider comparison stuff in GameScreen
- WeatherManager and WeatherVolume cleanup
- Nuked a wild terrain.raw file in project root
- Tweaked Seasons settings
Documentation updated during deployment build 37127e4e-aeea-4346-bc61-6f0d3099afad.
Documentation updated during deployment build 37127e4e-aeea-4346-bc61-6f0d3099afad.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
More building block conversions
Fixed compiling C# games on Windows.
Fixed some SO related issues.
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
fixed skinning issues on eagle mesh
- Season assets now including tinting for all 4 splat layers. Foliage no longer uses a multiplier but the raw Color + Hue variations.
- BlendLUT now properly finds the correct Amplify component for the camera it's on
- Added blured copies of the cloud textures for shadow projectors (which don't hit speedtrees so meh)
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Switched normal map bake to raycasted normals
Updated TypeScript submodule.
Fixed game list in editor & the emulator standalone so that both prepackaged and loose versions of the same game can be seen and selected.
Documentation updated during deployment build 1afee611-2802-41eb-9a72-057aea0c6831.
Documentation updated during deployment build 1afee611-2802-41eb-9a72-057aea0c6831.
Doxygen should now see Markdown files.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Post-build deployment, GUID: d2f9f91d-2bba-4431-9b5a-8a9a47942791
- Fixed Blend LUT error when it can't find a TOD prefab
- Cleaned up cutscene shots
- Cleaned up some building prefabs, replaced old mesh props in scenes
- Scene updates
starting the chicken model.
Nuked duplicate buildings source
- Two new large rocks
- Gave the bear a mouth, updating skinning
- Added two chanting anims for HumanMale
SceneInfo editor only fix
Reverted TerrainMeta changes from bad merge
- Renamed the splat tint colors in TerrainMeta to Splat1, 2 etc.
- Fixed Scene loading issue (now Additive, potentially some issues I've not spotted)
- Fixed GroupController spawning, correctly samples Navmesh
- NavAgentMoveRandom now samples the Navmesh as well
- Exposed scene name variable in SceneInfo/Zone Frontend (context menu item to fill it)
- Set all Unit speeds to base walking numbers
Fixed quit not working (stupid find & replace)
Switched all terrain shaders to future proof PBS surface shaders
Removed all intermediate standard/universal custom code and built-in overrides
Added timing utility class
Fixed heightmap encoding (is stored normalized in the texture)
Made normalmap use a bit less memory (no longer store x in alpha)
Enabled map decoding at terrain load
island_unit_so_test_trefall updates with new Navmesh. Added some debug helpers to GroupController
Fixed Sabertooth Unit View prefab and group data
Fixed Unit_Human not being selectable
- Renamed some group perfabs.
- Nuked old template scene because it's no use to anyone.
- Some FilmingControl updates
Cleaned up scene loading for the new approach so that we no longer delete and reload an already loaded scene.
changed IsPlaying to IsPaused
added a JustBecameNonzero property to Axis2
added an IsPlaying property to Animation
added a GetFrame accessor to Animation
Refactored TerrainMeta / TerrainSkin and TerrainMath baking process
adjusted the 1st person camera sway motion for a bunch of view weapon attacks
- Removed CameraPath3
- Added Cinema Director Suite
- Made SeasonManager a lot more efficient
Added dev.shaderlod for future performance experiments
Fixed standalone build error in SceneAsset
Moved all trees to the tree layer and all decor to the world layer