248,568 Commits over 3,928 Days - 2.64cph!
[ultimate_soldier] players energy slightly affects weapon sway
Some serialization oddies fixed
Removed water from MenuBackground (seems to fix corruption bullshit)
Made menu music streaming (instead of in memory)
Made menu terrain non static to hopefully prevent Enlighten from crashing
Made server builds more resiliant against failures
Fixed ContextMenuUI/ItemCommand.Run NRE
Changed [AmplifyColor] errors to warnings
Fixed NRE in server.Kick
3rd person bandage animations
Menu Background is now a scene instead of a scene2prefab
EAC is less verbose
Fixed EAC not de-registering shared accounts properly
Added new island, nuked old island hiehgtmaps and splats
More fixes to the hazmat low poly for Petur
Added generic prefab class (using this for some refactoring)
Fixed some UV issues in the low poly hazmat model
Made all current player gestures loopable (so player can stay in this state if desired) for wave / thumbsup / point / unarmed / danger
Updated gesture anim source file
Added a hidden corruption dial.
[mazing] Fixed demos after sprite atlas update.
[mazing] Reduced attract stage bandwidth usage.
Volume dial now moves smoothly.
Added a volume control dial.
Updated build process. Need to test x64
Changed some ifdefs to diagnose the corruption issues
Fucking around with steam shit still. I was missing .dlls.
Commiting code from a traaaaain. (Weather rotatation tests)
Added a label displaying the current graphics bandwidth to supplement the graph.
Fixed NRE in PlayerWalkMovement if running in TestLevel
Patched water shader to handle foam somewhat decently at night
Fixed bandwidth graph being partly hidden by the toolbar.
Completely fixed paused screens.
Completely fixed line clipping.
Fixed terrain collision not resetting if killed inside a cave
Server build now (attempts) to strip out client only stuff - like textures and sounds
Changed how MeshCollider works to operate without a SkinnedMeshRenderer (for serverside)
Organized "Tools" context menu
Fixed prefab names being out of sync (next server restart should fix infinitely dense forests)
Merge branch 'master' of github.com:Facepunch/arcade
[ultimate_soldier] tweaked blood colour
Fixed demo playback for reals.
[mazing] Tweaked player fade colours.
[mazing] Player now smoothly fades from red to yellow to green after vaulting.
Fixed keyboard button presses being ignored when the cursor was out of bounds.
[mazing] RandomlyMovingEnemy now prefers to visit parts of the maze it hasn't seen for a while, meaning it gets stuck less often.
Fixed primitives not being correctly coloured.
Merge branch 'master' of github.com:Facepunch/arcade
[ultimate_soldier] improved the knife
[mazing] Switched pathfinding to use Tools.AStar.
Global declarations are now generated in alphabetical order (so they no longer randomly switch between builds).