248,550 Commits over 3,928 Days - 2.64cph!
Converted remaining elements to new system
Fixed so that a unit supports exiting the SitOnMe state, but it's not 100% working yet.
- Added ZoneFoliage component. Seasonal foliage controls now per zone.
- Cleaned up SceneInfo a bit, commented our collider comparison stuff in GameScreen
- WeatherManager and WeatherVolume cleanup
- Nuked a wild terrain.raw file in project root
- Tweaked Seasons settings
Documentation updated during deployment build 37127e4e-aeea-4346-bc61-6f0d3099afad.
Documentation updated during deployment build 37127e4e-aeea-4346-bc61-6f0d3099afad.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
More building block conversions
Fixed compiling C# games on Windows.
Fixed some SO related issues.
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
fixed skinning issues on eagle mesh
- Season assets now including tinting for all 4 splat layers. Foliage no longer uses a multiplier but the raw Color + Hue variations.
- BlendLUT now properly finds the correct Amplify component for the camera it's on
- Added blured copies of the cloud textures for shadow projectors (which don't hit speedtrees so meh)
-
Switched normal map bake to raycasted normals
Updated TypeScript submodule.
Fixed game list in editor & the emulator standalone so that both prepackaged and loose versions of the same game can be seen and selected.
Documentation updated during deployment build 1afee611-2802-41eb-9a72-057aea0c6831.
Documentation updated during deployment build 1afee611-2802-41eb-9a72-057aea0c6831.
Doxygen should now see Markdown files.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Post-build deployment, GUID: d2f9f91d-2bba-4431-9b5a-8a9a47942791
- Fixed Blend LUT error when it can't find a TOD prefab
- Cleaned up cutscene shots
- Cleaned up some building prefabs, replaced old mesh props in scenes
- Scene updates
starting the chicken model.
Nuked duplicate buildings source
- Two new large rocks
- Gave the bear a mouth, updating skinning
- Added two chanting anims for HumanMale
SceneInfo editor only fix
Reverted TerrainMeta changes from bad merge
- Renamed the splat tint colors in TerrainMeta to Splat1, 2 etc.
- Fixed Scene loading issue (now Additive, potentially some issues I've not spotted)
- Fixed GroupController spawning, correctly samples Navmesh
- NavAgentMoveRandom now samples the Navmesh as well
- Exposed scene name variable in SceneInfo/Zone Frontend (context menu item to fill it)
- Set all Unit speeds to base walking numbers
Fixed quit not working (stupid find & replace)
Switched all terrain shaders to future proof PBS surface shaders
Removed all intermediate standard/universal custom code and built-in overrides
Added timing utility class
Fixed heightmap encoding (is stored normalized in the texture)
Made normalmap use a bit less memory (no longer store x in alpha)
Enabled map decoding at terrain load
island_unit_so_test_trefall updates with new Navmesh. Added some debug helpers to GroupController
Fixed Sabertooth Unit View prefab and group data
Fixed Unit_Human not being selectable
- Renamed some group perfabs.
- Nuked old template scene because it's no use to anyone.
- Some FilmingControl updates
Cleaned up scene loading for the new approach so that we no longer delete and reload an already loaded scene.
changed IsPlaying to IsPaused
added a JustBecameNonzero property to Axis2
added an IsPlaying property to Animation
added a GetFrame accessor to Animation
Refactored TerrainMeta / TerrainSkin and TerrainMath baking process
adjusted the 1st person camera sway motion for a bunch of view weapon attacks
- Removed CameraPath3
- Added Cinema Director Suite
- Made SeasonManager a lot more efficient
Added dev.shaderlod for future performance experiments
Fixed standalone build error in SceneAsset
Moved all trees to the tree layer and all decor to the world layer
More scene size fixes (everything from our end is now fixed)