199,291 Commits over 4,140 Days - 2.01cph!
Chatbox now removes history that completely overflows the history region
Added history fade duration and delay to script to control through the inspector
- Time Slow bubble added to object pooler so that it works again!
- Monster arena spawn work
- SpawnPhaseControllers can now start/stop spawning and chain phases together
- Ripple/distortion effects work again
- Reduced speed of Monster Arena enemies
- Spawners can now be set to make stuff they spawn grant 0 experience
Water footsteps first pass
Added stone pickaxe
First pass balancing building blocks & melee
Finalized rock & cliff prefabs.
[zombies] added fence structure
Added high pass to the skin shader
[zombies] fence debris when damaged
[zombies] build menu shows proper icons
[zombies] build menu shows tooltips
Merge branch 'master' of arcade into net-lidgren
Basic handling of players disconnecting.
Removed debug drawing. proxy footsteps work.
Added `Controls.IsCursorVisible`, although the cursor seems to stay hidden when switching games.
Merge branch 'master' into net-lidgren
probably fixed footsteps fucking up on build server.
Player texture swaps affects whole body
Hair is taken from highpass, removed hair from shader
Player skin LUT driven by lighting
[zombies] cursor now above hud
Fixed DS missing script errors on startup
Smoothed climate blending over time
Moved climate from net_env to its own prefab so that it's no longer duplicated (CL/SV) in the editor
Added in game messages for combos
Added extra test court gameplay modes with animations, tweaked ground texture, moved bomb ball
- Fixed enemies shooting themselves ;)
- Made the temporary visual effects clearer/brigther for Timeslow/Power Ring
- BaseRadiusBlast can now do damage to anything in range
- Reworked the blast impact effect
- Made a grenade style weapon and blast effect
- WeaponItem now has more control over BaseLauncher properties
Changes to vm stone pickaxe prefab & vm rig
Updates to vm stone pickaxe source files
Started work on cabinet networking.
- Changed green goo gun behaviour
- UI screen navigation fixed, all can return to gameplay by pressing B
- Added spawner map-markers
bomb ball mesh and effect enabled
Roof blocks are placed like ceilings/floors instead of on top of ceilings/floors
Cargo plane is higher, moves faster
Working on allowing players to control cabinets.
Setting up test court as playable
Possible fix for NetworkTest scene constantly being marked as modified.
Player colours work properly in inventory menu again