248,661 Commits over 3,928 Days - 2.64cph!
Added nerfed jumping when on sliding ground (helps when you got stuck)
Made movement speed get reduced with increasing ground slope (intensity of this can be adjusted on the prefab)
Tweaked capsule collider height values on the player movement prefab
Refactored GameCabinetEditor to extend a new CustomEditor abstract class, added CabinetEmulatorEditor.
Refactored GameCabinetEditor to extend a new CustomEditor abstract class, added CabinetEmulatorEditor.
Abstracted UnityAudioProvider, added CabinetAudioProvider and EmulatorAudioProvider.
Abstracted UnityAudioProvider, added CabinetAudioProvider and EmulatorAudioProvider.
Ok, so this fixes the cycling of building selection.
Prevent building selection from going out of scope + some merges.
Added TimeController. Cleaned up scenes (rocks now distributed on Start, file sizes reduced by ~99%)
Abstracted UnityGraphicsProvider and UnityControlsProvider, added implementation for 3D cabinets and the emulator.
Abstracted UnityGraphicsProvider and UnityControlsProvider, added implementation for 3D cabinets and the emulator.
Fixed the face detection and it seems to be working. Need to test it out.
[ultimate_soldier_JS] Fixed calling prototype defined function.
[ultimate_soldier_JS] Fixed calling prototype defined function.
Added nicer JS exception prints at runtime.
Added nicer JS exception prints at runtime.
[ultimate_soldier_JS] initial commit
[ultimate_soldier_JS] initial commit
[ultimate_soldier] bullet casing bounce tweak
[ultimate_soldier] bullet casing bounce tweak
Removed lens flare from the lantern (let's try to make it look decent with HDR alone)
Fixed gmake action not adding *.js files as dependencies.
Fixed gmake action not adding *.js files as dependencies.
Updating to latest UI dlls, but something strange is going on in our UI scene... (this was before I updated to latest UI dll too).
3rd person player holding spear animations ( crouchwalk / jogging )
added overrideable JS methods for Entity
added overrideable JS methods for Entity
Added BuilderController.cs to the Player Prefab.
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of github.com:Facepunch/arcade
[ultimate_soldier] blood flash when bullet hits soldier
[ultimate_soldier] blood flash when bullet hits soldier
Show warnigns in a different block
Made health/calories UI more like legacy
Crafting progress bar no longer continues behind cancel button
Fixed slippy terrain (give terrain a generic physic material)
Set up UnitAsset, GenderUnitAsset, AgeUnitAsset, GroupAsset and GroupController for all current species.
Updated Human and Bear animation controllers with better movement transition values. UnitAnimation component now working. Added some Gizmo icons for Group spawners.
Fxing the face finding fuck ups.
Added models, textures, mats, and prefabs for leather sleeping bag placement, deployed, and occupied versions
Updated TOD. Fresh TOD settings and new LUTs. Some misc asset cleanup.
Removed floor and wall textures, file sizes too big and not power of two, they're not needed yet anyway.
Removed floor and wall textures, file sizes too big and not power of two, they're not needed yet anyway.
Committing progress with wall meshing, not complete yet. Fixed bolt deprecation warnings.
Committing progress with wall meshing, not complete yet. Fixed bolt deprecation warnings.
Radiation now works properly
Fixed bolt rifle etc not working on local builds
Started re-working the vitals UI to be more significant
Everything is back to using the events system.
Time of Day update to 2.2.1 prerelease 4
Some cleanup of depracated code related to units and groups (controllers, views and prefabs)
[ultimate_soldier] visual kickback on guns