243,524 Commits over 3,898 Days - 2.60cph!
Added AIObstacle.CheckCollision
Changed AIObstacle.ClosestPoint policy for points inside the obstacle (should return position of the checked point)
Updated AI test scene
Made obstacles handle entities inside them in a more stable manner (for real this time)
Fixed AILocomotion speed not depending on angle between forward and target vector
Removed grass system debug output
Made obstacles handle entities inside them in a more stable manner
checking in metal plate helmet and textures
Added early exit to AILocomotion tick if no movement is required
Made AISteering profiler sampling more accurate
Added AISense.FindClosestTarget / Danger / Obstacle
Added AILocomotion.SnapToGround (no longer called automatically)
Made TickSenseAction randomly distribute its calls across frames
Removed all WaitForSeconds from the wolf beahviour tree (for testing purposes)
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Fixed voice chat not marking players as active.
Fixed voice chat not marking players as active.
Changed default farclip to 6000
Time of Day update to 2.2.0 prerelease 4
Made torch normal maps normal maps
Edited torch prefab & v_torch to get new torch working.
[memory_dungeon] refactoring
[memory_dungeon] refactoring
Added tools/Update Clothes Models - sets up avatar, humanoid, no material import, warns on extra bones
Basic worldmachine island template.
Cleaning up unused materials
burlap shirt fix...hopefully.
committing latest burlap clothes source file
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of github.com:Facepunch/arcade
[memory_dungeon] card types and matching
[memory_dungeon] card types and matching
Added models, textures, and prefabs for hazmat suit and improvised helmets.
added more validation. still plenty of errors though. :(
Changed server highscore saving to save a file per game using the serialized highscore data.
Changed server highscore saving to save a file per game using the serialized highscore data.
Possible fix for duplicate highscores being logged.
Possible fix for duplicate highscores being logged.
Forgot to add the BoxCollider required component to all the scenes.
- Zones now load sub scenes and acts like a "capsule" for managing everything concerning the explicit scene it's awarded. Since we have a ZoneManager around the Zones, this should be all nicely managed within the GameScreen now.
- Loading two sub scenes now by default, within Zones.
- Doing a stupid BoxCollider intersection test for all spawned zones. This won't work once we have more than two scenes (moving one unintelligently might cause overlap with the third, etc), so will need to move towards a smarter overlap-preventer-scheme. One step at the time though :-)
- For now we set up the boundaries of an "island"/"zone" on the root gameobject in each Working/ scene.
Reverted CoherentUI to software only (hardware acceleratred mode is laggy, wants vsync)
Re-enabled dynamic znear
Slight snow biome colour tweak.
Bunch of biome specific environmental parameters. For example, deserts are no longer super cloudy!
thompson submachine gun view model rigged up; reload animation done.
Made static decor rocks get randomly scaled and flipped
Re-added forest rocks (no moss for now, but a slight brown tint)
Removed tons of rock hacks we had to do for Unity 4
Litter box alert: Added tiny clutter rocks to some areas (rock, sand, dirt, forests, underwater, ...)
Protocol++
Added game state saving / loading to SmashBlox, untested.
Added game state saving / loading to SmashBlox, untested.
Going home.
Refactoring proc gen code for the new system.
Validation
Branching again.
Refactored grass and decor systems to start spawning after calling Refresh()
Made grass and decor patches always snap to main camera, no need to move the game objects via script
Made Refresh() do a full rebuild if called after already being initialized (can be used at respawn)
Made TerrainGenerator.GenerateTerrain() call Refresh() on static and list decor
Made Client.OnClientFirstSpawn() call Refresh() on dynamic decor and grass
Games now pause when control is lost, and reset after 10 seconds.