243,955 Commits over 3,898 Days - 2.61cph!
Changed skinned collider to reference parts using an int hash based on full prefab path + name (eradicates name collisions)
Some slight input changes.
Merge branch 'master' of github.com:Facepunch/arcade
Removed superfluous IDial interface, fixed for U5b10.
[ultimate_soldier] Streamlined initial spanning tree generation logic.
Some of the effects stuff was broken on import :( It's working now though.
[ultimate_soldier] civilians try to follow nearby SWAT team, civilians can get shot
Improved burlap clothing set icons.
QA tweaks on a few more clothing pieces.
Tweaked coffee can helmet spec.
Sweeping changes to the rock spawns, to stop them from looking like giant litterbox turds.
Added slight sharpening to the post process.
Updated the snow jacket and added variants of it. And some hazmat db stuff.
Fixed menu water, and water.mat foam.
Added gunshot sound testing.
more animations for the view model oil lantern
fixed some bugs with the gesture layer;
- Added some camera helper scripts for filming sequences
- Moved camerapath3 out to the root assets folder because it think it's special.
added a gesture_layer in the mecanim; Setup alex's gestures.
Updated game manifest
Made TerrainTopology.Enum values continuous powers of two
Added inspector variable attribute for enum masks
Changed most enums in SpawnFilter to masks (for multiselect support)
Removed tons of unused parameters from SpawnFilter (most were merged into TopologyType)
Optimized SpawnFilter factor calculation
Added dedicated forest edge regions (so we can add different trees and dense border foliage)
Added TerrainLayout (read & write terrain layout info)
Added a terrain layout pre-pass to the terrain generation (bakes biomes and topology)
Optimized terrain generation (mostly due to the layout prepass)
Added placeholder trees to the arid biome
Made forest size and frequency tweakable for every forest type
updates to player gesture source
Added more options for effect pooling.
particle and sound effect prefabs are now seperated so that sound doesn't get overloaded!
Re-implemented sprite atlas exporting.
Increasing client.lerptime default
Fixed being able to build on floor frame
Fixed stairs collision
Fixed not always being able to place doors on upper floors
[ultimate_soldier] Tweaked ally and enemy placement so the proportion of enemies depends on difficulty and enemies cannot spawn next to the player.
Set up a simple bullet impact effect test
Console lines can be clicked to copy them to the clipboard, and mousing across a line too long to fit on the screen will pan it.
Increased water temperature
Reduced lung capacity
Reduced stomach capacity
Increased self drying ability
Made water surface visible from underneath again
Dropped items now have real physics, shouldn't fall through walls etc
Fixed held item being removed when trying to drop
Players drop their held item properly when killed
Console now resizes to fill the space taken by the game list if the list is closed.
Added impact effects for basic types.
Used same game list button placement as in b8 branch.
Fixed broken leg on player preview
Player preview doesn't need to use chroma-keying anymore
Show os, branch and build time in branding
Don't update global html vars every frame (perf)
Maybe fixed wakeup bug
Fixed NRE in SpawnFilter when AI has no terrain (test maps)
Ordered arrays in GameManifest to diff better