202,218 Commits over 4,171 Days - 2.02cph!
Made some more nature assets use the new standard shader
Deleted some old unused assets
Implemented Graphics.DrawPoint(s)
Implemented Graphics.DrawPoint(s)
Added server side saving of highscores to file. Game machines are sent the servers current highscore state on init. HighscoreSubmitted event now sets the highscore for all game machines of the same game type.
Added server side saving of highscores to file. Game machines are sent the servers current highscore state on init. HighscoreSubmitted event now sets the highscore for all game machines of the same game type.
Going home.
Still doing containable and snappable shit to re add procgen.
Implemented Graphics.DrawLine(s)
Implemented Graphics.DrawLine(s)
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Implemented Graphics.FillRect
Implemented Graphics.FillRect
Started work on deathscreen
Fade into deathscreen (wip)
Randomly drop held item when killed
Switch to third person when killed, rotate around ragdoll
Hide viewmodel when dead
Fixed local player ragdoll being crazy fucked up on spawn because of their local collider
Tried to fix ragdoll LODS, but I don't think it's working that great - will revisit
Reverted Alex's broken burlap shirt commit
added lean left/right animations for all of the player holding weapon animations.
Implemented Graphics.RenderPointsFromStream
Implemented Graphics.RenderPointsFromStream
Added particles to SmashBlox to test Graphics.DrawPoints
Added particles to SmashBlox to test Graphics.DrawPoints
Some extra effects added to SmashBlox.
Some extra effects added to SmashBlox.
Implemented Graphics.RenderLinesFromStream
Implemented Graphics.RenderLinesFromStream
Latest GameAPI.dll and fixed drawing lines of thickness > 1.
Latest GameAPI.dll and fixed drawing lines of thickness > 1.
Refactored the Screen/Scene loading mechanics a bit. Now loading scenes from Runtime works perfectly, both from startup scene, or any other scene (whether they're part of a Screen that only have a single Main Scene, or a Screen that holds multiple Sub Scenes as well). There's a strange bug when loading from the Working directory right now in that it loads a scene id with -1 the index actually specified for Main and Sub scenes... Will try a fix next that replaces int id loading for string name based Level/Scene loading.
Implemented Graphics.FillRect
Implemented Graphics.FillRect
Loading the startup scene again instead of loading the Globals prefab.
Fixed new primitive rendering methods not throwing an exception when used outside of OnRender()
Fixed new primitive rendering methods not throwing an exception when used outside of OnRender()
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Fixed missing textures on menu background terrain
Added a few TOD params to geo-temporal atmospheric blending
Fixed the remaining issue when starting the game from an "Island" scene in the Working folder.
Added motion blur MinVelocity to ameliorate sliding intermittent blur and improve MB quality
Fixing tiny oversight in atmospheric blend code
Removed pvt specific configs from TerrainGen to avoid setting it up in multiple places
Removed UVMIX baking to pvt cache; near and far freqs now reside in separate caches
Improved pvt terrain texturing fidelity close to original non-pvt terrain; UVMIX now done properly and matches original
PVT update: very close to deployment, only a couple bugfixes away; HQ got finer granularity; larger VT support
- Fixed bug related to scenes from Working directory not being part of the Build Settings and then executing the game while such a scene was the active one in editor. The fix required a custom Build system that I added to the File Menu (Build Before), roughly based on Rust's Build system.
- Custom Build System
- Automatic Game Screen Sub Scene list Generation when in Editor Mode, based on parsing the Build Settings Scenes list.
Changed name of root gameobject in bootstrap game scene to "World", and name of any subscenes to "Land". Now when BaseScreen loads a subscene, the root gameobject of that scene is added as child to the main scene of that Screen.
[memory_dungeon] hunger bar, new cursor
[memory_dungeon] hunger bar, new cursor
Looks like this is needed to compile under Visual Studio.
Changed water reflection clear color to equator color
Added GlobalFog image effect for underwater fog (changelog claimed it's fixed)
Added ImageEffectOpaque attribute to GlobalFog for it to render before the water plane
Updated scenes
Trying to replace the UI dll with the Standalone version.