243,675 Commits over 3,898 Days - 2.60cph!
Added default scaleModifier settings for Age to Unit Settings.
The premake script will now store the Unity 5 install location in unitypath.txt, and will automatically detect if gmcs.exe needs copying.
The premake script will now store the Unity 5 install location in unitypath.txt, and will automatically detect if gmcs.exe needs copying.
Added better default settings for the Unit Settings and it's now hard-setting the species, race and gender enums with "ShowOnly", so that this can't be changed in the inspector. I also added a ColorUtility that gives access to basic operations such as color blending, lightening, darkening, desaturating, etc, which I use to automatically modify the hair color of different ages in the initial unit settings (for both human and bear).
Made noise code file names uppercase, to be consistent with Diogo's naming convention
Fixed typo that led to discontinuity in 2D simplex noise
Cleaned up code
Fixed the LegacyCabinet prefab.
Fixed the LegacyCabinet prefab.
Updated Unity scripts, commented out chatbox related stuff temporarily.
Updated Unity scripts, commented out chatbox related stuff temporarily.
Reverted to old Unity5 specific bolt binaries.
Reverted to old Unity5 specific bolt binaries.
Fixed a warning in UnityAudioProvider.cs
Fixed a warning in UnityAudioProvider.cs
Merge branch 'master' of arcade into Unity5
Merge branch 'master' of arcade into Unity5
Included Diogo's fixed BudgetBoySprite.shader that splits a matrix varying into component vectors.
Included Diogo's fixed BudgetBoySprite.shader that splits a matrix varying into component vectors.
Fixed premake5.lua looking for Unity binaries in the wrong location.
Fixed premake5.lua looking for Unity binaries in the wrong location.
Fixed premake5.lua to include Unity binary location resolution.
Fixed premake5.lua to include Unity binary location resolution.
Merge branch 'master' of arcade into Unity5
Conflicts:
Unity/Assets/Prefabs/LegacyCabinet.prefab
Unity/Assets/Scenes/GameTest.unity
Unity/Assets/Scenes/Test.unity
Unity/Assets/Scripts/ClickToPlayTest.cs
Unity/Assets/Scripts/Events/PlayerJoinRequest.asset
Unity/Assets/Scripts/GameManager.cs
Unity/Assets/Scripts/Networking/SharedCallbacks.cs
Unity/Assets/bolt/assemblies/bolt.dll
Unity/Assets/bolt/assemblies/bolt.dll.mdb
Unity/Assets/bolt/assemblies/editor/bolt.editor.dll
Unity/Assets/bolt/assemblies/editor/bolt.editor.dll.mdb
Unity/Assets/bolt/assemblies/udpkit/udpkit.dll
Unity/Assets/bolt/assemblies/udpkit/udpkit.dll.mdb
Unity/Assets/bolt/scenes/BoltDebugScene.unity
premake5.lua
Merge branch 'master' of arcade into Unity5
Conflicts:
Unity/Assets/Prefabs/LegacyCabinet.prefab
Unity/Assets/Scenes/GameTest.unity
Unity/Assets/Scenes/Test.unity
Unity/Assets/Scripts/ClickToPlayTest.cs
Unity/Assets/Scripts/Events/PlayerJoinRequest.asset
Unity/Assets/Scripts/GameManager.cs
Unity/Assets/Scripts/Networking/SharedCallbacks.cs
Unity/Assets/bolt/assemblies/bolt.dll
Unity/Assets/bolt/assemblies/bolt.dll.mdb
Unity/Assets/bolt/assemblies/editor/bolt.editor.dll
Unity/Assets/bolt/assemblies/editor/bolt.editor.dll.mdb
Unity/Assets/bolt/assemblies/udpkit/udpkit.dll
Unity/Assets/bolt/assemblies/udpkit/udpkit.dll.mdb
Unity/Assets/bolt/scenes/BoltDebugScene.unity
premake5.lua
[ultimate_soldier] dynamic gunshots, gunshots stopped on hit
[ultimate_soldier] dynamic gunshots, gunshots stopped on hit
Creating new Unit Settings Assets now work again.
Fixed screw-up with RustNative.lua
Changed the structure a bit; moved stuff into folders
Changed EXPOSE macros to EXPORT_API; just cause they were fewer
Removed unity.hpp in favour of RustNative.h; used as precompiled header
Added native code for PVT pre-pass
Added native code for Amplify Motion skinning motion vector calculation
Added native low-level raw copy texture region meant for real-time GPU-based PVT cache compression
Added SSE2 (adding to SSE) support
Added GL (all), GLEW (win, linux) and pthreads (win) dependencies
Fixed noise.cpp warnings (C4244) on windows target
Updated builds for all platforms; still untested on OSX and Linux; didn't copy to rust_reboot
Added ~6x faster native PVT pre-pass rendering path with managed fallback; waiting for native binaries
Added ~5x faster native AmplifyMotion skinned motion calc path with managed fallback; waiting for native binaries
Merged a few bugfixes from Amplify Motion 1.3.0; scaled auto worker threads to half
Added debug overlay properties to PVT_Control; removed related ad-hoc code from runtime
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added muzzleflash effects to the eoka / revolver / pipe shotgun
[ultimate_soldier] enemies can get shot in the head
[ultimate_soldier] enemies can get shot in the head
tweaked several of the effects for a bunch of weapons; fixed exposed polygons for some of the pipe_shotgun animations.
Fixed some possible warnings in math.hpp, made floor respect the zero
Moved all custom math to its own namespace
Started on integration of a Scriptable Object Asset based Unit Type Settings direction, and so far it's shaping up really well I think.
Made OSX plugin bundles only get distributed with OSX builds
Changed the simplex noise implementation to a port from GLSL that's a little more sane
Fixed missing material on attach impala corpse