244,584 Commits over 3,898 Days - 2.61cph!
Fixed WaterEffects NRE if sky dome is missing
Fixed torch by reverting to the last commit by Alex + recreating the material (where the fuck did that go?)
Disable dynamic znear in playermodel scene
Shit. Done stuff then deleted it.
Fixed warnings in the cave_test prefab
Restoring deleted weapon files (goosey strikes again)
Now using StaticBatchingUtility.Combine on any gameobject tagged Static Batch Root. All children of root must use same material.
Fixed warning in IgnoreCollision
Tweaked vm torch source anims to fit better with the new torch
Updated animal prefabs
Updated AI test scene
Added AIObstacle.CheckCollision
Changed AIObstacle.ClosestPoint policy for points inside the obstacle (should return position of the checked point)
Updated AI test scene
Made obstacles handle entities inside them in a more stable manner (for real this time)
Fixed AILocomotion speed not depending on angle between forward and target vector
Removed grass system debug output
Made obstacles handle entities inside them in a more stable manner
checking in metal plate helmet and textures
Added early exit to AILocomotion tick if no movement is required
Made AISteering profiler sampling more accurate
Added AISense.FindClosestTarget / Danger / Obstacle
Added AILocomotion.SnapToGround (no longer called automatically)
Made TickSenseAction randomly distribute its calls across frames
Removed all WaitForSeconds from the wolf beahviour tree (for testing purposes)
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Fixed voice chat not marking players as active.
Fixed voice chat not marking players as active.
Changed default farclip to 6000
Time of Day update to 2.2.0 prerelease 4
Made torch normal maps normal maps
Edited torch prefab & v_torch to get new torch working.
[memory_dungeon] refactoring
[memory_dungeon] refactoring
Added tools/Update Clothes Models - sets up avatar, humanoid, no material import, warns on extra bones
Basic worldmachine island template.
Cleaning up unused materials
burlap shirt fix...hopefully.
committing latest burlap clothes source file
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of github.com:Facepunch/arcade
[memory_dungeon] card types and matching
[memory_dungeon] card types and matching
Added models, textures, and prefabs for hazmat suit and improvised helmets.
added more validation. still plenty of errors though. :(
Changed server highscore saving to save a file per game using the serialized highscore data.
Changed server highscore saving to save a file per game using the serialized highscore data.
Possible fix for duplicate highscores being logged.
Possible fix for duplicate highscores being logged.
Forgot to add the BoxCollider required component to all the scenes.
- Zones now load sub scenes and acts like a "capsule" for managing everything concerning the explicit scene it's awarded. Since we have a ZoneManager around the Zones, this should be all nicely managed within the GameScreen now.
- Loading two sub scenes now by default, within Zones.
- Doing a stupid BoxCollider intersection test for all spawned zones. This won't work once we have more than two scenes (moving one unintelligently might cause overlap with the third, etc), so will need to move towards a smarter overlap-preventer-scheme. One step at the time though :-)
- For now we set up the boundaries of an "island"/"zone" on the root gameobject in each Working/ scene.
Reverted CoherentUI to software only (hardware acceleratred mode is laggy, wants vsync)
Re-enabled dynamic znear
Slight snow biome colour tweak.