248,634 Commits over 3,928 Days - 2.64cph!
GameCabinet.Pause now accepts a byte array containing the last frame to display, or null to display an empty frame.
Reverted spawn debug logs
Doubled some forest densities (performance test, requires server restart)
Bugged me that this line was there :D
Fixed server not saving config files on quit
GameCabinet.EndLocalControl now uses a PausedEventArgs, which holds the last frame rendered and serialized game state if the game supports it.
GameCabinet.EndLocalControl now uses a PausedEventArgs, which holds the last frame rendered and serialized game state if the game supports it.
Rock hit sounds, screenshake
Fixed weapon sounds effects sometimes not playing
Added fps.limit X (where X = max fps, default = -1 = no limit)
Fixed issues related to playing a build version.
Cleanup all the things even more
Auto-updated terrain asset files (5.0.0b3)
Cleanup step, taking out a lot of deprecated ngui stuff.
Added a frame pan to Camera FreeMode, while holding middle mouse button
Added missing meta files (just folders, nothing serious)
Added delay to melee attacks
Fixed bolt rifle ironsights being wrong
ViewModel.scene: Viewmodel switching button list
ViewModel.scene: Right click look around, wsad move
ViewModel.scene: Added melee hit button (plays "attack", then plays "attack2" on "Strike" event
ViewModel.scene: Selects animation on viewmodel change in editor
ViewModel.scene: Remembers last open viewmodel
Converted rock, torch, hammer melee viewmodels to new system
Time of Day update to 2.2.1 prerelease 1
Added movement to Camera Free Mode... seems to have fixed the transform resets too..!?
More impact particle effect shader updates
Updated Bolt to latest version. Fixes highscore syncing without editing source.
Updated Bolt to latest version. Fixes highscore syncing without editing source.
Javascript games can now be packaged, basic communication with the Javascript engine is functional.
Javascript games can now be packaged, basic communication with the Javascript engine is functional.
Added GrassSpawn.Tapering parameter
Tweaked grass prefab
Log parser more compatible
Updated premake5.lua to generate packaging scripts for JS games.
Updated premake5.lua to generate packaging scripts for JS games.
AILocomotion adjustments in an attempt to fix animals teleporting to origin
Merge branch 'master' of arcade into js-scripting
Conflicts:
Unity/Assets/Materials/CabinetScreen.mat
Merge branch 'master' of arcade into js-scripting
Conflicts:
Unity/Assets/Materials/CabinetScreen.mat
Trim newline in stack trace
ALL tangent cases are now computed. Could do with dotting them so that I can clamp them.
Fixed bug with arc preview fucking up when it needs to be reversed.
Crash detection, extract + clean up stack trace so grouping works properly in Sentry
Arcs are now reverable as well.
Added a smoothing function to the edge scroll timeout on grab, so that the edge scroll timeout isn't a on/off but rather a smooth transition from 0 to 1.
Added a timeout of the edge scrolling when performing a grad. Change the parameter under Edge Scroll of Camera Controller.
Diagonal edge scroll movement.
Undone compile fix (upgrade to u5b3)
Compile error fix, might be wrong
Transfer game state data is uploaded when the player requests to leave a game instead of when they locally lose control of the game. This is so the server can check they are currently controlling the game before broadcasting the state to everyone else.
Fixed SmashBlox demo.
Transfer game state data is uploaded when the player requests to leave a game instead of when they locally lose control of the game. This is so the server can check they are currently controlling the game before broadcasting the state to everyone else.
Fixed SmashBlox demo.
Added icon, branding and replaced cursor. Tweaked prefabs.
Scene cleanup and some tweaks.
Merge branch 'master' of github.com:Facepunch/arcade