243,418 Commits over 3,898 Days - 2.60cph!
Happy green success bar now shows after outputting a compiled package.
Fixed some mistakes in the test game.
Fixed some mistakes in the test game.
Added a bunch of Dan's props
Merge branch 'master' of arcade into js-scripting
Conflicts:
Resources/GameAPI.BudgetBoy.dll
Unity/Assets/Plugins/GameAPI.BudgetBoy.dll
Merge branch 'master' of arcade into js-scripting
Conflicts:
Resources/GameAPI.BudgetBoy.dll
Unity/Assets/Plugins/GameAPI.BudgetBoy.dll
Added references to ClearScript.
Added references to ClearScript.
changed mask settings on head flinch
Fixed terrain holes showing up in the distance when the cave tops are culled
Made TerrainSkin work properly on the dedicated server
Added some null tests to TerrainCollision for scenes without TerrainMeta
Increased network ent view distance
Tiem of Day update to 2.1.1 prerelease 3
Missing items from last commit
Added holdtype anims to player controller
Wolf corpse now has cloth
Undone goosey's meta file changes that wouldn't change anything but actually broke everything
Revert "changed which line in game build scripts is colored green"
This reverts commit 7ffe41b64385180998234d121b7a2293db1173db.
Revert "changed which line in game build scripts is colored green"
This reverts commit 7ffe41b64385180998234d121b7a2293db1173db.
changed which line in game build scripts is colored green
changed which line in game build scripts is colored green
added Pow and PI to Mathf
added Pow and PI to Mathf
latest version of unity decide to change the meta files for a bunch of weapons. Benign changes and shouldn't affect anything.
adjusted the playback speeds for many of the animations ( to minimize the amount of "foot sliding" in the movement animations)
changed the running + bow animations so that the bow is lowered in a more natural position
Optimized pvt table textures; now 33% smaller
Tweaked pvt fetch code; now faster and more reliable
Fixed some more pvt hot reloading issues; quick cleanup
PVT is now live on Procedural Map
added a Reset method to Animation
added a Reset method to Animation
added input state so single press input can be checked over network
changed player input command to network pitch and yaw view angles and a 32 bit int for button state
added fps camera instead of thirdperson
added input state so single press input can be checked over network
changed player input command to network pitch and yaw view angles and a 32 bit int for button state
added fps camera instead of thirdperson
Intersection road segments now have curb meshes. Normals are a bit fucked at times though.
Sort out UV stretching.
Fixed missing wolf in menu screen
Fixed lock not deploying properly when connected to server
Fixing NRE's in dedicated server (Please review these changes @andererandre)
Fixed pvt bug from hell.. again; deployed reference parallel cpu impl
Fixed pvt pre-pass raymarching wrong near-plane clipping
Refactored pvt code for hot reload friendliness and cleaned up dirtier parts
Raised pvt aniso level to 8 by default
Base pvt pyramids are now compressed
PVT now scales according to quality settings and available vram
Added two secondary materials and textures for skin comparisons.
Items can now override crosshair and use button to show information
Show information and override use when lock is held
Now generates curbs on intersections but it's a bit messy. :(
Added revolver player anims
Edited wm_rock prefab ( target bone is now l_prop)
Added test caves
Protocol++
Added player anims to holdtype overlay player controller
more .meta changes to player anims