193,386 Commits over 4,079 Days - 1.98cph!

11 Years Ago
Merged with trunk
11 Years Ago
Added network compression
11 Years Ago
Cleaned up TerrainSkin
11 Years Ago
Fixed TerrainGenerator client / server init fuckup
11 Years Ago
Renamed materials. Will plastic track it?
11 Years Ago
Added gizmos to all terrain modifiers Made all terrain modifier radii scale with the y object scale
11 Years Ago
Re-organised directory structure.
11 Years Ago
Forgot to tick box
11 Years Ago
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
11 Years Ago
Fixed problems with bootstrapping
11 Years Ago
Manually added example build output.
11 Years Ago
Root dir
11 Years Ago
Fixed Builds directory not being removed.
11 Years Ago
Added unix standalone builds.
11 Years Ago
Made terrain modifiers get applied in Awake()
11 Years Ago
Added TerrainColor and TerrainColorModifier Refactored TerrainOverlayModifier and TerrainSplatModifier
11 Years Ago
Set up pickpocket mechanim states & added 'loot' parameter
11 Years Ago
Added 1st pass player 'pickpocket' anim & set up clips
11 Years Ago
baseNetworkable.networkOwner not used for anything
11 Years Ago
Don't delete the spawnhandler on a listen server Tree layer (for perf tests) Not moving trees into Network heirachy seems to fix group < errors Changed network rotations to send as vectors Don't send trees in every snapshot - only the first one Don't send a full snapshot when spawning dead
11 Years Ago
updated player gesture source
11 Years Ago
Removing ExportedObj folder from plastic
11 Years Ago
Created bootstrapper stuff and a switch for it.
11 Years Ago
Moved tree stumps to their own prefabs
11 Years Ago
Hide prefabID in inspector
11 Years Ago
Added TreeEntity (so we can specifically optimize trees) Replaced ent.sourcePrefab string with prefabID (a hash of the string) Added ent.KookupSourcePrefab() (to get the prefab name as a string) Updated prefabs with new ID
11 Years Ago
Reduced standalone zip compression level to compare build times.
11 Years Ago
[ultimate_soldier] fixed a crash for very small levels
11 Years Ago
Merge branch 'master' of arcade
11 Years Ago
Builds directory is now removed when a build starts.
11 Years Ago
Fixed the 64bit problem thanks to Garry. I'm going to redo all of the bootstrap stuff cuz it's shit.
11 Years Ago
[ultimate_soldier] fixed appearance of entrances
11 Years Ago
[ultimate_soldier] intermission stage has a shop
11 Years Ago
Fixed the speedtree animations (or lack of) - and the thing that was ruining our branch and leaf density.
11 Years Ago
Menu scene stuff.
11 Years Ago
Cleanup.
11 Years Ago
Some crystal & ice files.
11 Years Ago
[ultimate_soldier] player cant leave mission through entrance
bot
11 Years Ago
LinuxDS Build 155
11 Years Ago
[ultimate_soldier] AI soldiers aim in the direction they are moving
11 Years Ago
Wrastling with networking bollocks.
bot
11 Years Ago
OSX Build 237
bot
11 Years Ago
Windows Build 150
11 Years Ago
NWVars now support clientside prediction
11 Years Ago
test animation for first person eating.
11 Years Ago
fixed some alignment problems with the 3rd person eating gestures. added various sound fx for eating.
11 Years Ago
Made TerrainSkin support (kinda) dynamic splat adjustments
11 Years Ago
- Added WaterExenstion to pass the RenderSettings.customReflection cubemap to the Water shader. - Reimported SF - Moved World/Weather/Season managers to a new prefab and updated game_bootstrap scene
11 Years Ago
No need to build manifest in build process, it's done in a seperate call now to force defines
11 Years Ago
Updated to coherentui 2.5.0.0