258,734 Commits over 4,018 Days - 2.68cph!
Removed debug speedcheats and spectating
Made asset importing faster by only checking the meta file for meshes
Only disable material import on meshes on first import (i.e. artists can manually re-enable it for individual models)
Made satellite dish monument use the correct materials
Updated terrain anchors to fit the new dish monument
Made the AI danger and obstacle lists guarantee no duplicate entries again
Added ParentRedirect component
Made tree colliders redirect AI sensing to their parent
Made DangerInfo, ObstacleInfo and TargetInfo keep references to their game object instead of their collider
Changed the AI sensing masks to interest and occlusion
Made AI sensing find trees again
Fixed minor network bug with key locks
much easier to tell if a lock is locked/unlocked now
Make a quick death screen before home.
re-esported serve with new system in place
Moved some script files, folders need a proper cleanup, added debug refill for special move meter.
Some fixes. Ready to start tidying player classes up a bit.
added start on metal grate and scaffolding
merging in : Player corpses won't disappear while you are busy looting them
If you harvest a player corpse until it disappears, a small percentage of items will spew (wip)
Moved lootable corpse over to use RPC's instead of itemcommands
Actually the last scene commit.
Player corpses won't disappear while you are busy looting them
If you harvest a player corpse until it disappears, a small percentage of items will spew (wip)
Moved lootable corpse over to use RPC's instead of itemcommands
Shaders in asset bundles now work
Fixed effect manager error. Fixed a few problems when you're a listen server.
Made spawn rules for players easily configurable on the spawn handler prefab
Made players always spawn on beaches in the temperate biome
Updated all the meta files to b14
Player spawning. Should be working now but has a few bugs to iron out.
Testing coloured shadows with deferred shader
Post-build deployment, GUID: 1ee3a82a-2957-4870-9030-07aeb988ee4b
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
The web player no longer tries to use a proxy for loading games.
Made tree colliders automatically get moved to the tree layer when updating their prefabs
Made mesh obstacles bake their info to scriptable objects
Post-build deployment, GUID: 05ee8941-bf03-47a9-82be-9d9ac919ebd5
Last load of scene stuff before the purge
Post-build deployment, GUID: abcae63f-7e8d-4f94-9d1b-a76229867fc5
Post-build deployment, GUID: 3abf8d16-5bd8-4297-93e1-ea6725a309fa
Post-build deployment, GUID: ed0491a5-c1c4-4a6f-a9a0-d0844203c1bb
Post-build deployment, GUID: 013089af-ba2f-4163-aa2b-d8b3fcf89829
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Changed the default game to Mazing.
Shader-level workaround for 'crazy polygons' caused by serialized meshes (vpaint)
Documentation updated during deployment build d3145b52-b7b7-4c60-8dcc-cb176ba4dad6.
Documentation updated during deployment build d3145b52-b7b7-4c60-8dcc-cb176ba4dad6.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
API version is now ignored.
Documentation updated during deployment build c61731fa-1cd2-4bbb-a2e6-d81604f26950.
Documentation updated during deployment build c61731fa-1cd2-4bbb-a2e6-d81604f26950.
Updating satellite dish prefab
Updating the fbx files for the satellite
Simplified the instances into the maxfile - re-export
[platformer] small shake feedback when pressing side of block
checking in source files for several of the animal animations