243,943 Commits over 3,898 Days - 2.61cph!
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- Deleted snow rock variants.
- Added new cliff mesh
- Added VertexPainter plugin for testing
- Added test mountain piece mesh
- Scene updates
[ultimate_soldier] supports Reset
Merge branch 'master' of arcade
Fix for exception when no documentation output path is specified.
Got rid of super fat property being serialized on terrainBlendExt; tweaking is now quicker/smoother
Updating scenes to fix new ocean height
Fixed standard terrain splat stretching on some scenes
Hidden some members from terrainBlendExt
This should fix the sounds not playing.. for good!
added a swing/miss animation for the medical syringe
Tree tint variation tweaks, and slight global wind improvements.
Optimized chopped tree billboard sizes.
Updated Ocean Prefab with new size, now using 1 unit square plane mesh. Tinkering with WorldManager.
Fading in and out of stages, port complete
Added all directional player bow_non_aim source files
Updated deploy/holster bow (not aiming) player anim source file
Hidden non-user members from terrainBlendObj
Added CanEditMultipleObjects to terrainBlendObjEditor
Fixed bug in terrainBlendExt auto-detection/assignment in terrainBlendObj
Fading tilemap is drawn at the end of BaseStage render so it can be rendered over attracts demo
Fixed NRE in AtmosphericBlend
Fixed a tree billboard colour pop.
Tree fixes. Removed network sleep and rooted some other nodes.
Fixed getCurrentSwatch not working
Started a TypeScript port of the JavaScript port of SmashBlox.
Fixed constructor definition generation.
Experimenting with Block editor tool
Removed some debug messages from terrainBlendObj
Merge branch 'master' of arcade
Removed redundant var declarations from TypeScript definition generation.
Added ToString functions to Rect classes
Fixed snow vertex offset to use snow accumulation vector instead of vertex normal
Packed some snow material parameters
First version of multi-island terrain blend support; tries not to break batching
Moved all terrainBlend initialization heavy work to editor tools (baked); both extension and object should instant load now
When randomly placing these, e.g. rocks, make sure transform is set in Instantiate() to trigger pre-processing during initialization
Implemented constructor and static member TypeScript definition generation for structs and Bindables.
Functions using `params` now produce the correct signature during TypeScript definition generation.
Reverted mathf to use cmath sqrt again
Adding in terrain tools. But maybe a change of plan?
Added documentation to TypeScript definition generation.
Finished TypeScript definition generation.
Unexposed GameAPI.Highscore.Date
Unexposed GameAPI.Highscore.Date
Added -fpmath=sse to Linux and OSX to get proper 32bit and 64bit values
Replaced Object with any in docs and TypeScript definitions.