243,839 Commits over 3,898 Days - 2.61cph!
- Updated TOD
- Removed Water Pro entirely
- Tweaked Sky/Camera/Render Settings
Footstep sounds for Dirt, Forest, Rock, Sand, Tundra, Wood and Snow
Don't multithread terrain generation if inside the Editor (spazzes out as of u5b8)
Removing debug output from ItemAction_Metabolism
Added FirstPersonEffect - which changes sounds to 2D if we're the source and we're in first person mode
Added muzzle to thompson worldmodel
Fixed weapon items not all having the right effectPrefab set
Time of Day update to 2.3.0 RC2
Added text rollover to toolbar buttons
Fixed wm prefabs for salvaged tools (as they'd somehow broken again)
Dedicated server - always try to load the last save
Fixed demo sounds throwing errors after switching between hotloaded games.
added new stone hatchet VM,WM and textures ready for prefab update
Generate terrain normal+height to disk, instead of at compile time
Toolbar is now just a panel on a full screen canvas, easier to work with.
tweaked bow ironsight ( zooms in less & stays focused on target after firing)
Merge branch 'master' of arcade
Premake script now generates TypeScript project files (currently VS2013 only).
Removed Water Pro from our prefabs, replaced with standard shader placeholder.
Updated image effect standard assets
Anchored buttons to top of toolbar
Some texture import resolution auto-updates
Only auto-update texture import resolution for assets in the Assets/Content folder
Added toolbar toggle with LED
Fixed compile error in AtmosphericBlend.cs
Added new toolbar buttons
Fixed more broken materials
Added "tools/Find Broken Materials"
Fixed tree missing shaders
Changed default render mode to new Deferred (this is gonna be shitty for a while)
- Reimporting Image Effects.
- Added AutoSaveScene script.
- Renamed terrain splats to match their layer names (Rock/Sand/Grass/Dirt) in the Terrain extensions.
- Added Global Fog to the player Prefab
Hiding AtmosphericBlend calls from server build
Removed Games/MasterCaster.
Implemented methods to send and receive changes to any networked arrays in a game instance.
Added a NetworkedArray class to be used for custom palettes and dynamic textures.
Now using MaterialPropertyBlock.SetX() rather than AddX()
[ultimate_soldier] fixed enemy not pathfinding after being stunned
[ultimate_soldier] thrown gun sometimes lets off a round when it hits a wall
[ultimate_soldier] slightly fixed guns being thrown through walls, but not really
improved some of the 3rd person medical syringe animations; added med syringe layers to the mecanim state
[ultimate_soldier] getting hit with a gun stuns soldier
[ultimate_soldier] soldiers drop gun when hit with gun
- Fixed sounds not playing at all when close captioning is enabled (close captioning itself still doesn't work though)
- Fixed lag compensation causing players to drift away from the vehicle they are driving
- HL2 HUD elements now use the new HudDefault font instead of Default
Reverted Default font to its old self and added a HudDefault font for HL2 HUD elements
Fixed issues with spawning of weather volumes. Added a helper script to regenerate blended mesh materials. Prefab updates. Rexported rocks13 and 14 to have sperate "ground" meshes. Made all caveman attachments disabled by default. Added island2 back to the game manager.
Small fix for that menu terrain that turned red.
3rd person medical syringe animations