249,505 Commits over 3,959 Days - 2.63cph!
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.
Reorganized some decor folders
Fixed resources spawning on cliffs
Increased min view distance from 50 to 250 to prevent nightvision trickery
Merge branch 'net-lidgren' of arcade into interior
Merge branch 'net-lidgren' of arcade into net-lidgren
Implemented basic client connection process, including message table synchronization.
Added using Arcade.Math to scripts that need it
Added Vector2i and LineSegment2i to Arcade.Math instead of Arcade.Interior
Added a generic base class for processed textures
Added BlurTexture class (because why not)
Extracted Marmoset nodes for Shader Forge use.
Fixed walls not using the type from the saved data
Moved over content and prefabs needed for room editor
Started moving over room editor code
Added BlendTexture class that blends two textures together (replaces BlentLUT)
Added all functionality of AtmosphericBlend to Climate (blending now uses biomes)
Removed AtmosphericBlend and BlendLUT
added megafire hose wires to test court
Now using ProtoBuf encoded payloads for messages.
Can now specify hard-coded message identifiers in protobuf schema files. Message identifiers are now sent using a variable length encoding.