202,079 Commits over 4,171 Days - 2.02cph!
Allow blueprints to override their item's name
Foundation Blueprint now shows up as a more generic "Building plan" in the craft list
Placeholder blueprint icons
Fixed intersection mesh glitch
Added some basic controls to pause / play / reset the game.
Added some basic controls to pause / play / reset the game.
Added ankle/spine scale bones to player_model
Added unused Removed LODGroup from root of burlap_trousers
Fixed skinnedmultimeshes deleting the renderers when prefab build isn't specifically like the others
Added buttons to start / stop recording a demo.
Added buttons to start / stop recording a demo.
Fixed burlap_trousers missing skinnedMeshRenderer
Updated burlap trouser scale bone positions
Zone polygon almost done. Adding Points at an intersection as well as at an End cap.
Added rotation lerp mode 2
Moved scale bones on player_model
Fixed burlap_trousers prefab
Updated SmashBlox's demo to be one with directional audio.
Updated SmashBlox's demo to be one with directional audio.
updated burlap trouser scale bones
Generates points for join vertex too but sometimes does it the wrong way around. Easy fix and then zone polygons are done!
updated scale bone positions in player_rig_scalebones source file
Added player sliding source file
Updated physics collision matrix
Made ragdolls ignore player collision
Properly set terrain physic material to fix slippery ragdolls
Fixed skinnedMeshRenderer reference on burlap_trousers not being set
Made ragdolls ignore player collision (for real this time)
Updated AmplifyMOtion and Color. SO test level with new navmesh (no fix)
Hopefully this fixes the compile errors...
Commiting arctic scene just to be sure it has no lightmapping data
Wall placement dragging now works correctly for both straight and diagonal drags in both directions
Wall placement dragging now works correctly for both straight and diagonal drags in both directions
more player holding spear animations.
Trying to solve this navmesh issue, but this is starting to smell like a unity bug?
Fixed emulated cabinet display not being correctly sized, which also fixes the cursor location being incorrect.
Fixed emulated cabinet display not being correctly sized, which also fixes the cursor location being incorrect.
Fixed ambiguous bindings being generated for RectF and RectI.
Fixed ambiguous bindings being generated for RectF and RectI.
Removed options from main menu
Made TerrainCollisionTrigger derive from TriggerBase (should fix the player respawn fuckups)
Updated cave test prefab/scene
AI - Ignore disabled colliders
Fixed AI gathering around the spot where a player died.. forever
Fixed dead and disconnected players not getting removed from the server
JS games can now be loaded straight from a directory in the emulator.
JS games can now be loaded straight from a directory in the emulator.
All sections now generate meshes. Bugs and optimisations!
Made player ragdoll ignore collisions with player movement
[ultimate_soldier] minor tweak on visual gun kick
[ultimate_soldier] minor tweak on visual gun kick
Added radiation effects to camera
Added geiger sounds
Implemented resource hotloading.
Implemented resource hotloading.
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Reverted changes to TerrainCollisionTrigger - cuz it didn't fix shit
Hideous fix for requiring System.Drawing in GameAPI.BudgetBoy.