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Interior now builds rooms and doors on creation if the interior has loaded, this allows the loader to build everything in a batch at the end of loading
Messages to the server are now immediately routed to the destination `Networkable` rather than routing through the associated `Group` first.
Renamed RoomStructure.SetDirty to RoomStructure.NeedsBuilding
Removed PickingRay and CanPick from BuildingSettings, instead passing pickingRay and rayBlocked through Tool and Selectable active updates
Moved some editor logic from RoomStructure to RoomSelectable
Moved some editor logic from DoorStructure to DoorSelectable
Merge branch 'interior' of arcade into net-lidgren
Committing small change before merge.
Added `[MessageHandler(Domain)]` attribute for `Networkable` classes to specify methods that handle messages from clients / the server of a specific type.
Added room height saving and loading to protobuf
Merge branch 'net-lidgren' of arcade into interior
Added editor toolbar back in
More script restructuring.
Started separating room geometry generation and editor logic
Moved arcade-specific cabinet code out of `GameAPI.Unity` and into `Unity/Arcade/Assets/Scripts`
Changed fog mode in procedural map
made some improvements to the torch fire f/x; tweaked the deploy on the salvaged axe
Merge branch 'net-lidgren' of arcade into interior
Finished basic Networkable implementation.
Atmospheric improvements, scene stuff and file cleanup.
Assigned Marmoset shaders to char04. Added char04 to Cloud City Marmoset scene. Scaled char04 to 1.3 in animviewer and Cloud City Marmoset scenes. Renamed materials. Deleted unused char04 materials.
Added floor and wall textures
Fixed `IdentifierSet` implementation.
Merge branch 'net-lidgren' of arcade into interior
Removed phantom meta file, fixed premake script missing commands to copy `ICSharpCode.SharpZipLib.dll`.
Updated all TestLevel bakes
Refactored splat and biome maps to natively support bit masks in their getters
Refactored the way terrain colors are sampled to support one color per splat per biome
Updated Igor.fbx ( will most likely break prefab due to some bone name changes) & source rig
Part way through assigning IDs to Networkables.
started base networkobject and add a little test for it.
Igor is in the anim viewer
Updated tutorial
Switched score panels to main UI handler
Added textures & materials for Igor
Twig rooftop polish (with alpha masked hay textures)
Closed meshes wall.corner stone, wood
Added conditional models for wall.low corners
Prefab material ID fixes, cleanup
Added Igor.fbx to characters folder
tweaked test_court wall positions
fixed animations on test court tracks, changed lighting, starting on skybox and ground materials
Merge branch 'net-lidgren' of arcade into interior
Fixed a couple of script errors after cleanup.
Cleaned up the networking framework.