248,566 Commits over 3,928 Days - 2.64cph!

10 Years Ago
[ultimate_soldier] Tweaked ally and enemy placement so the proportion of enemies depends on difficulty and enemies cannot spawn next to the player.
10 Years Ago
Set up a simple bullet impact effect test
10 Years Ago
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.
10 Years Ago
Increased water temperature Reduced lung capacity Reduced stomach capacity Increased self drying ability Made water surface visible from underneath again
10 Years Ago
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
10 Years Ago
Console now resizes to fill the space taken by the game list if the list is closed.
10 Years Ago
Added impact effects for basic types.
10 Years Ago
Used same game list button placement as in b8 branch.
10 Years Ago
Fixed broken leg on player preview Player preview doesn't need to use chroma-keying anymore
10 Years Ago
on/off param (for torch)
10 Years Ago
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
10 Years Ago
[ultimate_soldier] Tweaked level generation to ensure there are no dead ends.
10 Years Ago
Merge branch 'master' of arcade
10 Years Ago
Set ConsolePanel.MaxRows back to 20.
10 Years Ago
Moved UI related scripts from GameAPI.Unity to Assets.
10 Years Ago
Prefabs -> Update now rebuilds clothing collisions Fixed some clothing bones not being registered properly, leading to warnings/errors in console
10 Years Ago
[ultimate_soldiers] civilians move around too fast
10 Years Ago
Because meta.
10 Years Ago
Hhmmmm!
10 Years Ago
Hmm
10 Years Ago
- 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
10 Years Ago
Merge branch 'master' of github.com:Facepunch/arcade
10 Years Ago
[ultimate_soldier] started working on civilians
10 Years Ago
Game list extends the full screen height
10 Years Ago
[ultimate_soldier] gun weight affects movespeed
10 Years Ago
[ultimate_soldier] improved the way AI pick up guns
10 Years Ago
[ultimate_soldier] improved the way the AI aims
10 Years Ago
Fixed reset button, not sure how this even broke.
10 Years Ago
input manager didn't commit correctly
10 Years Ago
Added console toggle key bind, probably better as a key bind anyway so it can be changed. Removed some unused keybinds.
10 Years Ago
some animations for the oil lantern view model.
10 Years Ago
Completed console for DevKit. Fixed text popups being visible on awake.
10 Years Ago
Tweaked hazmat boots spec.
10 Years Ago
New & old hazmat textures to art repo.
10 Years Ago
Tweaked the crazy strong env reflections, and reworked the hazmat suit.
10 Years Ago
Error checking to radiation effect Fixed PlayerEffects not playing (damage etc)
10 Years Ago
Add event hash to error report to avoid grouping similar errors
10 Years Ago
Added the base for effects.
10 Years Ago
Avoid issues by lowercasing created entity names
10 Years Ago
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++
10 Years Ago
Game list is now scrollable for when there's lots of games.
10 Years Ago
Toned all the specular down on new terrain material until it gets properly tweaked
10 Years Ago
Added missing meta file
10 Years Ago
Fixed terrain size being really tiny in the default procedural map
10 Years Ago
Switched atlas material to new standard/universal terrain shader; added matching BaseMap shader
10 Years Ago
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
10 Years Ago
added player gesture anims ( surrender / hurry up)
10 Years Ago
updated player gesture source file
10 Years Ago
Adding weapon animations.
10 Years Ago
Generated terrain texture atlas for Diogo