243,915 Commits over 3,898 Days - 2.61cph!
Merge branch 'master' of github.com:Facepunch/arcade
SetLayer checks to see if renderable exists
[ultimate_soldier] guns wont shoot when throwing them into buttons
[ultimate_soldier] civs prefer to follow player, cant leave through entrance
[ultimate_soldier] some mission progression stuff
- Added a NavAgentSlowTrigger script to slow down Agents when inside trigger volumes (river crossings)
- More shader and scene updates
- Fixed some issues with GroupsAgentMoveTo
GitSync + New fancy spawnicons
Fixed gesture animations playing by default.
Fixed NRE in DamageIndicator
Fixed defaulting to shitty quality
Fixed not being able to hit trees
Fixed network compression size threshold on broadcast
Quick fix for stuff trees etc notspawning on servers
Fixed naked player normal map glitch.
adjusted positioning of the 1st person eating animations
Fudged menubackground to avoid compiling GI (because it crashes the build server)
Fixed warnings
More Water shader updates. Updated river and lake assets for island_large1
Fixed compile error
Throw exception on compile error
Added player looting anim & set up clips
added player looting animation source
1st person eating animations
Small menu fix, and removing temp tree files.
Merging tree-sync-experiment to main
Added network compression
Fixed TerrainGenerator client / server init fuckup
Renamed materials. Will plastic track it?
Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
Re-organised directory structure.
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together
Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
Fixed problems with bootstrapping
Manually added example build output.
Fixed Builds directory not being removed.
Added unix standalone builds.
Made terrain modifiers get applied in Awake()
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Set up pickpocket mechanim states & added 'loot' parameter
Added 1st pass player 'pickpocket' anim & set up clips
baseNetworkable.networkOwner not used for anything
Don't delete the spawnhandler on a listen server
Tree layer (for perf tests)
Not moving trees into Network heirachy seems to fix group < errors
Changed network rotations to send as vectors
Don't send trees in every snapshot - only the first one
Don't send a full snapshot when spawning dead
updated player gesture source