248,622 Commits over 3,928 Days - 2.64cph!
special fx events for the salvaged_axe
made some tweaks to several of the view model animations to fix some of the clipping on the arms.
Upgraded project to U5, let's hope this works.
Upgraded project to U5, let's hope this works.
Started work on a new approach to bindings generation.
Started work on a new approach to bindings generation.
Added additional directional head flinch
It now also works when Arcs need reversing as well. At some point I really need to re write the arc class
Clamping arcs at intersections now! Need to work out the case when an arc is equal to a line.
vm melee hit anim updates
Camera Controller now choose itself what to disable when UI is in Modal state. Thus we now smoothly ease to a stop when the radial menu pops up while we were moving, for instance.
Locally pausing games when the player requests to stop playing before waiting for server confirmation, this is so the local pause screen matches the last frame sent to the server.
Locally pausing games when the player requests to stop playing before waiting for server confirmation, this is so the local pause screen matches the last frame sent to the server.
More work on cleanup. UIManager can now expose InModalState, which in turn PlayerController enables when opening the radiual menu, thus preventing the Camera Controller to receive input. Might be we'll want the Camera Controller to control itself what is enabled and disabled when UI is in modal state, but at least this is a first step.
Fixed project dependencies by correcting a bug with premake.
Fixed project dependencies by correcting a bug with premake.
Added mesh colliders to hazmat suit parts
Hatchet, Boneknife, Pickaxe should be functional - even if the animations are kind of odd
PreGen projects are now generated for each project flagged for binding generation.
PreGen projects are now generated for each project flagged for binding generation.
Lightmaping on whitebox and island_small_1
Started implementing project parsing for bindings generation, will probably try a different approach.
Started implementing project parsing for bindings generation, will probably try a different approach.
Refactored grass system to support multiple instances thereof
Added support for using different filters for every texture in the atlas to the grass system
Removed some unused code from TerrainMath
Added triangle shaped foundation (test) http://files.facepunch.com/garry/2014/September/12/1410522651.jpg
Tweaked spawn handler placement check height offset (may fix trees spawning inside rocks, requires server restart)
Biome tweaks (all trees in the snow biome are now snowy, some nicer transitional noise, requires server restart)
More blind fixing for OSX FreeType
Force a cleanup of the OSX FreeType build since the current one is wrong
FreeType, OSX, build, etc (i swear i'll get this thing to compile)
FreeType build error fixes for OSX (again!)
Added BindingsGenerator project.
Added BindingsGenerator project.
Adding a bunch of primitive meshes - for placeholding, prototyping
Made grass dithering add more position and color noise in transitional areas
Renamed solution from GameAPI to Arcade.
Renamed solution from GameAPI to Arcade.
Fixed legacy and legacy uvmix terrains not having proper water reflections
Fixed missing sky from new water reflections
Added tree rendering to new water reflections; bark and leaves
Added optional oldReflectionPath to PlanarReflection component, for comparison shots against new method
Merge branch 'master' of arcade
Merge branch 'master' of arcade