248,649 Commits over 3,928 Days - 2.64cph!
Adding in stuff to preview and hopefully validate new road sections without altering the current HEM.
Removed AI obstacle prefab preprocessor
Apparently I missed some things
Updated island 2 assets. Added Tom's Terrain Tools.
Graphics, audio and controls abstracted. GameAPI now compiles.
Graphics, audio and controls abstracted. GameAPI now compiles.
Finished abstracting audio.
Finished abstracting audio.
Started massive refactor to move all Unity stuff to GameAPI.Unity
Started massive refactor to move all Unity stuff to GameAPI.Unity
Made fog update every frame
Added GameAPI.Unity project.
Added GameAPI.Unity project.
Some minor changes to AI.
More work on AI, almost ready to do some runtime testing now.
Merge branch 'master' of arcade into js-scripting
Conflicts:
GameAPI.BudgetBoy/GameAPI.BudgetBoy.csproj
GameAPI/GameAPI.csproj
Merge branch 'master' of arcade into js-scripting
Conflicts:
GameAPI.BudgetBoy/GameAPI.BudgetBoy.csproj
GameAPI/GameAPI.csproj
Updated sky prefab and procedural scene
Time of Day update to 2.2.0
Fixed sky prefab sun brightness being 2000 (wut)
Scissor rectangles now work.
Scissor rectangles now work.
Added option to compile debug 64bit windows client
Implemented setting / clearing scissor rects (they don't do anything yet).
Implemented setting / clearing scissor rects (they don't do anything yet).
Renamed Bounds to RectF and added a RectI struct.
Renamed Bounds to RectF and added a RectI struct.
Fixed grass patch position being off by up to half a world unit (was invisible since the gap was filled by dithering anyhow)
Renamed Graphics.WidthPixels / Graphics.HeightPixels to just Graphics.Width / Graphics.Height.
Renamed Graphics.WidthPixels / Graphics.HeightPixels to just Graphics.Width / Graphics.Height.
[memory_dungeon] removed Task class
[memory_dungeon] removed Task class
Fix for coroutine awaitables iterating prematurely.
Fix for coroutine awaitables iterating prematurely.
Item module "Container" can now have default items
Camp fire now created with wood inside
Added Tools/Update Effects Prefabs to verify that the fx prefabs are valid
Fixed fx prefabs without recyclers, with disabled recyclers
More work on the AI solution, this time focusing on the AI Manager, adopting ideas from Rust's AIHandler, but also working it in more tightly with how Totem works.
Fixed cabinet entities missing GameCabinet scripts.
Fixed cabinet entities missing GameCabinet scripts.
[memory_dungeon] coroutine/task stuff mostly
[memory_dungeon] coroutine/task stuff mostly
[mazing] removed space from script directory names
[mazing] removed space from script directory names
Added assembly meta files to see if that fixes an issue with new clones.
Added assembly meta files to see if that fixes an issue with new clones.
Now forces the use of gmcs rather than mcs for Unix systems.
Now forces the use of gmcs rather than mcs for Unix systems.
Added commands to copy required libraries to Binaries for GamePackager.