202,221 Commits over 4,171 Days - 2.02cph!
Temporarily deactivated the slightly broken horizon clouds.
Minor spec tweaks on skin.
added pistol/rock/torch animations to the player anim_controller; fixed a bunch of timing issues. (verified that player animations are working in the "TestLevel" scene)
-fixed the ikWeight settings on several of the animations. Added a couple of extra torso flinch animations to the state machine
added a couple extra torso flinch entries to the flinch array.
Mammoth imported. Trees reimportd with proper scale.
Mammoth rescale and first draft rig
check yo self before yo wreck yo self
improve the jumping animations (running jump looks more natural / also fixed how the landing occurs so it happens immediately when the player lands), tweaked the run animation for the rifle.
Updated the v_torch.fbx with the new torch model, also adding the new textures.
checking in the plate armor with fixes to the mesh, textures should already be up?
Updated the w_torch with the new torch and LODs.
Adding the torch max and textures files to rust_art.
Started work on game state serialization so that control may be passed between players.
Started work on game state serialization so that control may be passed between players.
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Implemented GameBase.SaveState and GameBase.LoadState.
Implemented GameBase.SaveState and GameBase.LoadState.
Trees rexported using the new UVed pallette texture...
Attempt at fixing NREs in WaterUpdate
checking in fixes for the model errors concerning the burlap trousers and shirt
Time of Day update to 2.2.0 prerelease 1
Games can now be packaged by building their project in visual studio, and games can specify a list of initial highscores.
Games can now be packaged by building their project in visual studio, and games can specify a list of initial highscores.
Added fog density control to atmospheric blend.
Minor wolf controller tweak
Adding max torch wall mounts to plastic.
Made Entity.AddSprite / Entity.RemoveSprite generic, added high score display to SmashBlox.
Made Entity.AddSprite / Entity.RemoveSprite generic, added high score display to SmashBlox.
Re adding the procural stuff
Material tweaks
Switched off directional fog
Some improvements to sprite atlas packing, and started work on score entry stage for SmashBlox.
Some improvements to sprite atlas packing, and started work on score entry stage for SmashBlox.
Time of Day update to 2.2.0 prerelease 2
Workaround for foilage outline on menu screen
Fixed metal_plate_torso not having any meshes
Finished highscore entry for SmashBlox, and added a few helper properties to Axis controls.
Finished highscore entry for SmashBlox, and added a few helper properties to Axis controls.
Recorded a non-corrupted SmashBlox demo.
Recorded a non-corrupted SmashBlox demo.
Scene updates. Rexported trees. Switched to standard/native shaders until fog is fixed with SF.
fixed the timing on several of the weapon attack/deploy animations. Tweaked the animations for the torch;
Added whitebox for my own experiments/tests. Also added Visual Studio for Unity.
Made the sun more sunny and HDRy. Adjusted the lens dirt effect to compensate.