243,885 Commits over 3,898 Days - 2.61cph!
Completed console for DevKit. Fixed text popups being visible on awake.
Tweaked hazmat boots spec.
New & old hazmat textures to art repo.
Tweaked the crazy strong env reflections, and reworked the hazmat suit.
Error checking to radiation effect
Fixed PlayerEffects not playing (damage etc)
Add event hash to error report to avoid grouping similar errors
Added the base for effects.
Avoid issues by lowercasing created entity names
Forced prefab name generation to lower-case
Removed networked datatables + stringpool
Added GameManifest asset - which holds common strings
Changed HoldType to use an enum instead of strings
No longer need to LoadAll resources on startup (faster startup, less memory)
Protocol++
Game list is now scrollable for when there's lots of games.
Toned all the specular down on new terrain material until it gets properly tweaked
Fixed terrain size being really tiny in the default procedural map
Switched atlas material to new standard/universal terrain shader; added matching BaseMap shader
Adjusted terrain atlas textures import settings
Force disabled PVT via script and changed default terrain material to Procedural-ATLAS; updated TerrainGenerator prefab
Updated layer masking to handle 4-channel specular
Changed some shaders to half precision across the board for some low-end love
Added atlas path to "Rust/Standard Procedural Terrain" in order to match the shader used in the menu scene
Deleted some seemengly unused shaders that weren't compiling
added player gesture anims ( surrender / hurry up)
updated player gesture source file
Adding weapon animations.
Generated terrain texture atlas for Diogo
Added material for terrain atlas shader testing
Fixed default BudgetBoy paused screen to be centred.
Added rifle run animation. Animator parameters are now normalized. There's a problem with speeding the whole animator up. It's causes animations that don't need to be changed to speed up unecessarily.
Limited graphics.fov to between 60 and 80
Added console toggle button.
Always allow the menu to be shown with escape, even on sleeping screen
Debug player state for wakeup bug
Refactoring in preparation of the forest generation features Petur requested
Added GameAPI.Debug.Error(format, ...args).
Added GameAPI.Debug.Error(format, ...args).
Added GameAPI.Debug.Error(format, ...args).
Changed anim timings so that their speed is normalised to 1m/s.
Swapped out shitty sand footstep sound
added footstep sounds to mixer
Fixed bone knife building/damage/gathering
Fixed reflection toggling not turning off terrain rendering
More work on console; lines are now pooled, non-pooled lines are correctly destroyed.
Better animations now in.
Merge branch 'master' of github.com:Facepunch/arcade
Added audio convars
Added AdioMixer
Slowed hammer repeat rate
[ultimate_soldier] added sawedoff shotgun
Fixed array bounds error in BuildingBlock
Fixed NRE in gameconfig
If reporting error without a stack trace, try to generate one
Check and throw specific errors when viewmodel animation state missing
Repory architecture with errors
Trying different animation
Started work on a console panel.
Improved VertexPainter gui control/window handling
Painting Disc gizmo now only shows up when painting
Added console warning when a mesh selected for painting is missing a MeshCollider
[ultimate_soldier] sfx panning relative to player
[ultimate_soldier] made shotgun sfx less deafening
[ultimate_soldier] centered sfx panning
Merge branch 'master' of github.com:Facepunch/arcade
[ultimate_soldier] new desert eagle aimer
Fixed DevKit audio panning.
[ultimate_soldier] new knife aimer
[ultimate_soldier] new shotgun aimer
[ultimate_soldier] gun wont look like youre throwing it when you pick it up and hold right click
[ultimate_soldier] shotgun shell casing