248,563 Commits over 3,928 Days - 2.64cph!
Added --unity4 and --webplayer options for the premake script, triggering UNITY_4_6, UNITY_5_0 and UNITY_WEBPLAYER preprocessor directives as appropriate.
[ultimate_soldier] created title stage
- Added A* Pathfinding Project.
- Fixed namespace conflicts with A* Pathfinding Project (rather than changing 3rd Party sourcecode).
- Updated all Navigation code for Agents to support both native and A* Pathfinding.
Enabled EAC for linux/osx
Merge branch 'master' of arcade into unity4
Merging unchecked in changes from friday. Some can probably be deleted though.
[ultimate_soldier] revamped how player energy & dashing work
cant remember what i did to the lantern but i think it was important.
Added the base for doing inventory stuff.
Fixed standalone compile error
Merge from procgen3
Updated prefab names
Updated game manifest
Protocol++ (network + save)
Added ImageProcessing class (contains Dilation, GaussianBlur and Average filters for now)
Made splatmap noise preserve hard edges
Beautified colormap generation code
Doubled forest edge thickness
Stretched forest shape a bit
Made forests in the arid biome smaller
Tweaked overall forest shape and frequency
Fixed forest 6 having snow
Fixed off by one in dilation algorithm
Made Deque force buffer size to power of two in EnsureCapacity
- Added Entity:SetNWVarProxy(name, func) and Entity:GetNWVarProxy(name) [shared]
- All NetworkedVar functions now use the new networked variable system
- Removed all NetworkedVar2 functions
- Fixed SetNWEntity not working correctly in singleplayer
- NetworkedVars are now properly saved when saving a game or transitioning between levels in singleplayer
- Added Entity:GetNWVarTable(), returns all the networked variables in an entity
- Fixed a save file issue with CSoundPatch
- Added render.SetLocalModelLights(lights)
- Increased maximum bone count from 128 to 256 (please test this!)
Updated UnityEngine.dll with plugins
Added a few turd rocks back to the arid biome (they look okay there I think?)
Removed some useless inspector variables from the decor scripts
Tweaked the minimum terrain height at the terrain borders
Optimized colormap calculation
Optimized splatmap calculation
Added sand-colored dirt layer between beach and grass
Improved island fadeout towards the terrain borders
Made mountains in the arctic biome slightly bigger again
[ultimate_soldier] civilians dont follow SWAT they cant see
The thompson, rifle, lantern and the viewmodel arms are no longer completely matte.
[ultimate_soldier] changed the way soldiers decide where to spawn
[ultimate_soldier] fixed AI soldier walk anim playing too fast after pickup gun
Inverted forest edge dilation to keep tiny forests from expanding to dot-shaped forests
Tweaked forest placement
Touching all the audio files
Added Deque class
Added MinQueue and MaxQueue class
Made forest edges get calculated using a dilation algorithm for fine control and better accuracy
Adding more weapon functionality.
Added door prefab.
Could do with a basic inventory system or something.
Updated basic building parts fbx
basic building parts source
[ultimate_soldier] civilians leave the level
[ultimate_soldier] improved civilian pathfinding
[ultimate_soldier] player can leave the level
Added gun testing scene and make gun fire bullets from a magazine.
Need to tidy it up and tweak it but it's not too bad.
Added Mathx class
Updated game manifest
Made terrain heightmap generation more configurable
Adjusted heightmap generation
Tweaked terrain layout and splat mapping
Optimized colormap calculation
Adjusted some decor spawn filter parameters
Lantern view model all done. commiting the sound effects / prefabs.
Building components tests
Tweaks to the screen reflection shader.
[ultimate_soldier] Small levels are now centred on the screen.
Everything except the toolbar now works.
Made sandbox look a bit better. Added some car controller base stuff like seats etc.
Started work on back porting to Unity 4.6
Merge branch 'master' of arcade into webplayer