248,560 Commits over 3,928 Days - 2.64cph!
Merge branch 'master' of github.com:Facepunch/arcade
Animals now only partol 60% of the time.
Merge branch 'master' into ovr
Conflicts:
Unity/Game/Assets/Materials/CabinetChassis.mat
Unity/Game/Assets/Prefabs/LegacyCabinet.prefab
Unity/Game/Assets/Shaders/ScreenReflect.cginc
Unity/Game/Assets/Shaders/ScreenReflect.shader
Moved pvt async pre-pass render threading code to script; trying to keep mono happy
Fixed pvt not working on OSX
Updated my copy scripts
Updated custom deferred lighting to avoid embedding diffuse occlusion in reflectance
Moved pvt async pre-pass render threading code to script; trying to keep mono happy
Fixed pvt not working on OSX
Removed unnecessary `#pragma` from CabinetScreen.shader
Merge branch 'master' of github.com:Facepunch/arcade
Attempt to make sure games always run at the correct frame rate.
Added a replay camera, bit more work on the replay system
Some completely unnecessary optimization of the CRT & screen reflection shaders.
Merge branch 'master' of github.com:Facepunch/arcade
Simplified how PlayerMetabolism is synced and saved.
Tweaks to the reflection shader & game test scenes.
Fixed screen reflections being visible in the most physics-defying cases.
Rewrote the screen reflection shader to be a bit less insane.
Fixed time/date not progressing
Small fix for the super spec hammer.
Removed old replay system, added support for players, ball and effects
Made the menu scene 16% more interesting.
Reverted terrain shaders back to specularity, instead of specular color, for terrain; saves ALU + saves storage + no metals; this time it's final
Added back deferred shader override with specular micro-occlusion awareness; now globally consistent and non-destructive across other standard materials
Updated all terrain materials affected by these changes: legacy, atlas and pvt
Streamlined the screen reflection shader so that it doesn't branch when testing if the screen can be reflected.
Added a `Scale` field to CabinetScreen that controls the size of the virtual CRT display after projection on its sphere.
Some performance related tweaks.