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Missing start position randomization
Attempting to debug an exception thrown on Mac OSX when attempting to get a process ID.
Committing changes left over from yesterday.
Attempting to debug an exception thrown on Mac OSX when attempting to get a process ID.
Can only sprint forwards
Can't melee attack when sprinting
Fix for possible `InvalidOperationException` when loading games from scripts.
Merge branch 'master' into sandboxing
Conflicts:
GameAPI/GamePackageHelper.cs
Fixed infinite loop crash
Effects can be broadcasted to everyone on the server (for things like loud explosions)
Added `Facepunch` and `Lidgren.Network` libraries from arcade-networking
- Moved from global EntitySeperator to each entity's Update() moving
- Some other optimisations
Updating head file source
Now using https://github.com/gsscoder/commandline for `GamePackager`, included https://github.com/hultqvist/ProtoBuf binaries.
Added player death anim source
Revised to previous Salvaged axe vm Idle as it has been overwritten
Added automatic protobuf code generation.
Added entries for generated files in `.gitignore`.
- First pass of custom shader optimisation
Added loot panels
Fixed not being able to loot player's clothes
Network protocol++
Added max depth to PathFinder
Added road and roadside topology
Moved everything on the occluder layer to the invisible layer (occluder layer is no longer in use or functional)
Updated PlayerModel scene's Terrain game object
[ultimate_soldier] Fixed soldier collision resolution.
Fixed jackets having empty skinned mesh renderers
Added reference to `Facepunch.dll` in `GameAPI.Unity`, ensured `DevKit` scripts are in the same namespace.
Moved `Build` script to `GameAPI.Unity.DevKit.Editor`.
Changed holdtypes to better match salvaged axe / icepick weapons
Added building privilege notices
New dependencies are now removed during web player builds.
Possible fixes for webplayer builds.
Documentation updated during deployment build 0de13f14-fafa-4435-89b9-51d27ab41c17.
Documentation updated during deployment build 0de13f14-fafa-4435-89b9-51d27ab41c17.
Made procedural generation fully modular (for exact control over the step order)
Made static decor and monument placement part of the modular procedural generation
Simplified decor system (now only used for dynamic clientside clutter, as it should be)
Merged modular procedural generation from main/roads
Protocol++ (network + save)
Added speaker settings to F2 (but Unity doesn't let you switch speaker modes at runtime yet, so they're hidden)
Tidying network player up a little bit. Seperate player entities spawning from normal entity spawing.
Fixed lighthouses spawning underwater
Fixed spawn filter of clutter flowers