243,461 Commits over 3,898 Days - 2.60cph!
Actual iceberg metas this time.
Iceberg metas and normal map fixes. Toned down the water material reflection opacity, to banish the blinding holy water.
Asset files for the remaining icebergs.
Fixed terrain shaders (white terrain at close range)
Merge branch 'master' of arcade into js-scripting
Conflicts:
GameAPI.BudgetBoy/Mathf.cs
Merge branch 'master' of arcade into js-scripting
Conflicts:
GameAPI.BudgetBoy/Mathf.cs
Added source view model anims
Disabled PVT until it works again
Disabled WaterFogVolume until it stops overlaying everything
Increased client connection timeout
Deleted skinshader, furshader (not working in u5)
Fixed compression for .demo files, still errors for images.
Fixed compression for .demo files, still errors for images.
Fixed Mazing's demo (and added some extra ones).
Fixed Mazing's demo (and added some extra ones).
Attempt to fix gmad and gmpublish not being included into the depot for OS X and Linux
Fixed possible NRE on scene unload
Fixed demo files being spammed when starting recording.
Fixed demo files being spammed when starting recording.
Include 64bit steam dlls with debug server build
Lessen network grid size (perf test)
Added VS project file for Mazing and removed some default parameter values so the game can be packaged on Windows.
Added VS project file for Mazing and removed some default parameter values so the game can be packaged on Windows.
Fixed blank tiles being rendered incorrectly (by being rendered).
Fixed blank tiles being rendered incorrectly (by being rendered).
Tilemaps are mostly working.
Tilemaps are mostly working.
Fixed player being a black shiny blob
Added option to make Win32 client debug build
Disabled water reflections (huge fps boost - possible Unity5 bug?)
Added average frame size logging.
Added average frame size logging.
Implemented Tilemap rendering from stream, untested.
Implemented Tilemap rendering from stream, untested.
Testing whether 64bit versions will allow Development mode now
Error reporter per platform
Don't fuck with timings (for now)
Fixed errors not being reported
Disabling gibs (performance test)
Refactored BudgetBoy.Graphics.
Refactored BudgetBoy.Graphics.
Fixed more materials
Fixed NetworkVisibilityGrid was trying to set the vis provider before network initialized
Implemented writing Tilemaps to stream, no reading and rendering yet.
Implemented writing Tilemaps to stream, no reading and rendering yet.
Recompiled plugins with working UnityEngine.dll (!)
Updating properties on models so materials don't get re-created on import
More broken materials
Switched default render mode to Legacy Deferred (new deferred doesn't seem to apply fog)