243,576 Commits over 3,898 Days - 2.60cph!
Merge branch 'master' of arcade into js-scripting
Conflicts:
Unity/Assets/Materials/CabinetScreen.mat
Merge branch 'master' of arcade into js-scripting
Conflicts:
Unity/Assets/Materials/CabinetScreen.mat
Fixed scissoring being unreliable, added new constructors to RectX structs: RectX(Vector2x origin, Vector2x size).
Fixed scissoring being unreliable, added new constructors to RectX structs: RectX(Vector2x origin, Vector2x size).
Almost ready to start testing JS.
Almost ready to start testing JS.
Undoing changes in ClearFirstFrame (causing black screen)
Players are teleported to the game machines controller origin. Updated Bolt to latest version.
Players are teleported to the game machines controller origin. Updated Bolt to latest version.
Installscript for Rust Windows
PVT base pyramid no longer using managed resources and is now uncompressed;
Eliminated PVT base map cpu creation steps; looking to fix out-of-mem crashes
Base terrain PVT shader now also fetches from VT cache; zoom now works again
Added a dev grey material with grid texture. Tweaked some of the PlayerController speeds.
Tweaked biome distribution (more snow, less tundra)
Merge branch 'master' of arcade into js-scripting
Merge branch 'master' of arcade into js-scripting
Tweaked SmashBlox countdown animation.
Tweaked SmashBlox countdown animation.
salvaged hammer rigged up
Made ClearFirstFrame always execute in edit mode if not playing
Updated left & right arm flinch anims
Merge branch 'master' of arcade into js-scripting
Conflicts:
Games/SmashBlox/Main.cs
Merge branch 'master' of arcade into js-scripting
Conflicts:
Games/SmashBlox/Main.cs
Updates to bota bag vm anim
finished the last of the salvaged_axe view model animations
Slightly improved splat mapping
Some refactoring to prepare for scripted games.
Some refactoring to prepare for scripted games.
Fixed colormap calculation sometimes being off by one relative to the splatmap
Add ability to snap to a road section.
Road preview mostly done.
Tangents calculated properly still a few errors.
Door can now be locked open (probably won't ever want to do this)
Lock costs less to craft
Can now duplicate a key without a lock
Doors have visible lock when a lock is attached (placeholder)
Fixed projectile script being ifdef'd out
Refactored CrosshairInfo to GameMenu
Some more asset cleanup. Work on radial menu UI.
Added tools/Find Prefab Errors - finds missing components on prefabs
Added countdown display to SmashBlox when paused.
Added countdown display to SmashBlox when paused.
Cleaning up in Player Controller, basically separating out into Camera Controller / Camera Model / Player Controller / etc.
Added bota bag vm anims, including anim controller, materials, folders & prefab
[memory_dungeon] starting some refactoring, starting scissoring
[memory_dungeon] starting some refactoring, starting scissoring
Made grass sample the interpolated color from the terrain color map (fixes blocky appearance of some patches)
Replaced ClearScript with Jurassic.
Replaced ClearScript with Jurassic.
Log resource/animal respawns - (trying to isolate the problem)
Fixed a couple of warnings