250,118 Commits over 3,959 Days - 2.63cph!
Merge branch 'master' of github.com:Facepunch/arcade
[ultimate_soldier] cant hit yourself while firing
[ultimate_soldier] cant hit yourself while firing
Slight adjustments on forest 5 and 6.
Updated native plugins
Terrain heightmap feature size scales with inverse of frequency
Terrain heightmap generation now supports per-biome settings (will be useful in the future)
Tweaked biome distributions
Improved biome transitions
Tweaked terrain splatmap
Tweaked forest size and frequency (not final, it just broke with the noise algorithm update and I had to do some adjustments)
Protocol++ (this means servers have to restart - you can stop asking me now)
JavaScript source code for scripted games is now compressed when packaged.
JavaScript source code for scripted games is now compressed when packaged.
Forest 5 spawning again. Pretty crappy at the moment, but not for long.
Entities will now automatically generate bounds when sprites are added / removed unless LocalBounds has been set manually.
Entities will now automatically generate bounds when sprites are added / removed unless LocalBounds has been set manually.
Nuked old trees and moved TimeControl script
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Fixed the desert grass tone
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Finished implementing constructor bindings generation.
Finished implementing constructor bindings generation.
Updated Bolt to latest version and compiled for 5.0. Updated to latest steamworks.net version.
Updated Bolt to latest version and compiled for 5.0. Updated to latest steamworks.net version.
Updated Windows and Linux builds
Removed flto flag from build definitions (were only added for testing purposes, shouldn't have been committed)
Added composite noise, tweaked simplex noise normalization
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Fleshed out the Tribe Group Settings some more.
Started work on constructor bindings generation, partially complete.
Started work on constructor bindings generation, partially complete.
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of github.com:Facepunch/arcade
[ultimate_soldier] gun class
[ultimate_soldier] gun class
Static member binding definition files are now named X.Static.cs
Static member binding definition files are now named X.Static.cs
[ultimate_soldier] moved gunshot handling from Player to GameStage
[ultimate_soldier] moved gunshot handling from Player to GameStage
Started on Group Settings.
Added default scaleModifier settings for Age to Unit Settings.
The premake script will now store the Unity 5 install location in unitypath.txt, and will automatically detect if gmcs.exe needs copying.
The premake script will now store the Unity 5 install location in unitypath.txt, and will automatically detect if gmcs.exe needs copying.
Added better default settings for the Unit Settings and it's now hard-setting the species, race and gender enums with "ShowOnly", so that this can't be changed in the inspector. I also added a ColorUtility that gives access to basic operations such as color blending, lightening, darkening, desaturating, etc, which I use to automatically modify the hair color of different ages in the initial unit settings (for both human and bear).
Made noise code file names uppercase, to be consistent with Diogo's naming convention
Fixed typo that led to discontinuity in 2D simplex noise
Cleaned up code
Fixed the LegacyCabinet prefab.