248,566 Commits over 3,928 Days - 2.64cph!
[ultimate_soldier] Tweaked ally and enemy placement so the proportion of enemies depends on difficulty and enemies cannot spawn next to the player.
Set up a simple bullet impact effect test
Console lines can be clicked to copy them to the clipboard, and mousing across a line too long to fit on the screen will pan it.
Increased water temperature
Reduced lung capacity
Reduced stomach capacity
Increased self drying ability
Made water surface visible from underneath again
Dropped items now have real physics, shouldn't fall through walls etc
Fixed held item being removed when trying to drop
Players drop their held item properly when killed
Console now resizes to fill the space taken by the game list if the list is closed.
Added impact effects for basic types.
Used same game list button placement as in b8 branch.
Fixed broken leg on player preview
Player preview doesn't need to use chroma-keying anymore
Show os, branch and build time in branding
Don't update global html vars every frame (perf)
Maybe fixed wakeup bug
Fixed NRE in SpawnFilter when AI has no terrain (test maps)
Ordered arrays in GameManifest to diff better
[ultimate_soldier] Tweaked level generation to ensure there are no dead ends.
Merge branch 'master' of arcade
Set ConsolePanel.MaxRows back to 20.
Moved UI related scripts from GameAPI.Unity to Assets.
Prefabs -> Update now rebuilds clothing collisions
Fixed some clothing bones not being registered properly, leading to warnings/errors in console
[ultimate_soldiers] civilians move around too fast
- Refactored CameraController, split into a partial
- Added RTSCameraPro as an example of some more camera functionality
- Added CameraPath3
- Added Bird Flock
- Cleaned up Tree assets
- Removed redundant Season settings
Merge branch 'master' of github.com:Facepunch/arcade
[ultimate_soldier] started working on civilians
Game list extends the full screen height
[ultimate_soldier] gun weight affects movespeed
[ultimate_soldier] improved the way AI pick up guns
[ultimate_soldier] improved the way the AI aims
Fixed reset button, not sure how this even broke.
input manager didn't commit correctly
Added console toggle key bind, probably better as a key bind anyway so it can be changed. Removed some unused keybinds.
some animations for the oil lantern view model.
Completed console for DevKit. Fixed text popups being visible on awake.
Tweaked hazmat boots spec.
New & old hazmat textures to art repo.
Tweaked the crazy strong env reflections, and reworked the hazmat suit.
Error checking to radiation effect
Fixed PlayerEffects not playing (damage etc)
Add event hash to error report to avoid grouping similar errors
Added the base for effects.
Avoid issues by lowercasing created entity names
Forced prefab name generation to lower-case
Removed networked datatables + stringpool
Added GameManifest asset - which holds common strings
Changed HoldType to use an enum instead of strings
No longer need to LoadAll resources on startup (faster startup, less memory)
Protocol++
Game list is now scrollable for when there's lots of games.
Toned all the specular down on new terrain material until it gets properly tweaked
Fixed terrain size being really tiny in the default procedural map
Switched atlas material to new standard/universal terrain shader; added matching BaseMap shader
Adjusted terrain atlas textures import settings
Force disabled PVT via script and changed default terrain material to Procedural-ATLAS; updated TerrainGenerator prefab
Updated layer masking to handle 4-channel specular
Changed some shaders to half precision across the board for some low-end love
Added atlas path to "Rust/Standard Procedural Terrain" in order to match the shader used in the menu scene
Deleted some seemengly unused shaders that weren't compiling
added player gesture anims ( surrender / hurry up)
updated player gesture source file
Adding weapon animations.
Generated terrain texture atlas for Diogo