247,112 Commits over 3,928 Days - 2.62cph!
Fixed HTML opening tags in the doc generator, initial documentation commit.
Initial documentation commit.
Initial documentation commit.
Fixed documentation being outputted to the wrong directory.
Fixed Documentation submodule.
Fixed documentation submodule path.
Commiting because apparently I have to now? Plastic wat.
Made snow texturing independent from terrain using triplanar projection
Moved snow code to Weathering.cginc; removed deprecated code
Fixed unshaded output
Debug info for player wakeup bug
Added submodule for docs.
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of github.com:Facepunch/arcade
[ultimate_soldier] guns cant go out of bounds
About to start generating to gh-pages.
Merge branch 'master' of github.com:Facepunch/arcade
fixed Controls.Start not working
Implemented basic documentation generation for struct bindings.
Removed missing trees from testlevel (fixes editor crashing)
Don't bother with steam auth if in editor
Rnamed Animator to AnimatorEx (fixes warning)
Added first version of snow overlay to terrainBlendExt; could move to a weather control
[ultimate_soldier] guns on ground highlighted when youre touching them
Added player flinch anims
[ultimate_soldier] guns collide with walls
Forcing terrainBlendObj to material properties on inspector edit
[ultimate_soldier] fixed that white line on the first frame
[ultimate_soldier] soldiers drop gun when shot
SeasonManager now updates materials via TerrainBlendExtention
changed the sound distances on several of the sound effects (footsteps / bullet impacts/ etc..). Set all viewmodel sounds to 2D
Fixed terrain blend seam transitions; per-vertex normal just didn't cut it, brought back terrain normal map initialization
Added grabTerrainDiffuse toggle to terrainBlendObject; uses terrain diffuse across the entire surface but still blends the normals
Added reload mesh button to terrainBlendObject inspector
Tinkering with WorldManager and SeasonManager
Fixed customMesh not getting serialized
Fixed albedo/diffuse blending
Fixed Splat Tints and UVMIX shader params not set on the global scope; required by BlendWidthTerrain shaders
Added terrain-mesh blending of diffuse and specular colors
Now saving a reference mesh to keep sharedMesh updated with latest import; ATM requires manual disable/enable component to update
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Time of Day update to 2.3.0 prerelease 3
Made god rays utilize depth values again (Petur... stahp)
[ultimate_soldier] think i finally fixed bodies overlapping walls
Giving directional fog another chance at life, now that we have fogged water reflections.
Less crazy god-rays during night time.
Fixed some clipping and seam issues on the Hazmat jacket. Added Small Stash models, mats, and prefab.
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More highpass textures. Island1 updates. Removing some old utility scripts.
Added automatic mesh cloning to TerrainBlendObject; fixes issues with multiple objects sharing same mesh
Removed deprecated normal generation code inside TerrainBlendExtension; faster initialization now
Now updating blend shader constants in edit-mode when changes happen in TerrainBlendExtension
Added controllable tint per splat TerrainBlendExtension.Instance.SplatN_Tint variables (auto udpated by TerrExt)
Cleaned up parts of terrain blend shader code; now reusing more code for both terrain and mesh cases
Proposed Standard Terrain shader now also works without TerrainBlendExtension component added to terrain object
Fixed bug in HardMix splat blending causing some bad transitions; now much closer to original linear blends
Improved HardMix curves by fetching bicubic control sample instead of average control