248,583 Commits over 3,928 Days - 2.64cph!
Fixed screen reflections for new cabinet model.
Time of Day update to 2.3.5 prerelease 3
Added alternative higher-quality scattering model (still unused for now)
modelled and unwrapped 2nd minecart, updated beta 18 and new shaderforge
Attempting to get the screen reflection shader working with the new cabinet model.
Now ignoring `arcade.sublime-project`.
Premake script now generates build options for `arcade.sublime-project`.
Most of the way through adding functionality to the new cabinet.
Some documentation tweaks for Graphics methods.
More work queue optimizations
Updated smash start pose & transition into loop
Added serve walk to anim controller, made walks loop
The lighthouse is now properly bigger, with remade LODs and fixed collision.
Bigger lighthouse max file.
Physics performance tweaks
Fixed campfires not dealing damage properly
Added backhand dive & meta data
time and physics convars for server owners
Basic geometry pretty much sorted out.
Updated support for controller triggers, switched to ape serve idle
Added "file_regex" entries for MSBuild calls in `arcade.sublime-project`.
Fixed building specific projects with Sublime on Windows.
updated serve & serve walk anims & meta data
Added @peturfp's new model.
Added "Build Games/BlockParty" build option for Sublime Text.
Refactoring general code.
Switched back to inbuilt deferred shader for beta 18
Merge branch 'master' of github.com:Facepunch/arcade
Added build scripts and a .sublime-project file to enable OmniSharp development.
[block_party] added in temp sfx
Added temporary effect when running, more work on the replay system
Fixed exit state for serve
adjusted the timing on the animal animations.
Time of Day update to 2.3.5 prerelease 2
Updated sky prefab
Updated AtmosphericBlend
Stability performance vars
Workqueue insight
viewmodel / worldmodel prefabs for the ak47
Player prefab performance test
sound fx / particle effects and prefabs for the ak47.