201,516 Commits over 4,171 Days - 2.01cph!
Packed sprite atlas sizes can now be non-square, with the smallest power of 2 dimensions possible.
Packed sprite atlas sizes can now be non-square, with the smallest power of 2 dimensions possible.
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Fixed a bug related to getting the UVs of a non-square sprite that had somehow gone unnoticed.
Fixed a bug related to getting the UVs of a non-square sprite that had somehow gone unnoticed.
Replaced SmashBlox's demo.
Replaced SmashBlox's demo.
- Road position is now calculated properly.
- Meshes now have their own game objects instead of getting combined. Will need an optimise button though.
Fixed player model not playing walk animations (NaN mechanim shit)
Done the rest of the road cases. Need to test splines are created in the right order and generate meshes from them. AGAIN...
Tweaked camera, sky
Added ProceduralSmall map
Animals now spawn everywhere (instead of just forests)
Added first pass bota bag view model source anim
rigged view model bota bag
Initial commit of project ported to U5, mostly broken and messy for now.
Initial commit of source files. Needs serious cleanup and standardisation.
jog and running animations done for the player holding rock
Added latitude-based atmospheric blend component; only does color LUTs atm
Preparing amplify color for 2-way latitude+day-night blend
Added highscore registering and transmission interfaces.
Added highscore registering and transmission interfaces.
Highscore broadcasting event is now triggered when a new highscore is submitted.
Highscore broadcasting event is now triggered when a new highscore is submitted.
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-added a workaround to a mecanim bug that was breaking the SetIKWeight function
changed the SetIKWeight animation events so it works with the Mecanim Synch layer stuff; Set up the last of the remaining weapon anims for mecanim
Time of Day update to 2.1.2 prerelease 3
AdaptiveReinhard tonemapping still broken on OS X (sorry)
Updated sky prefab and scene render settings
Deleted TerrainGenerator test scene (shit's so fast now it's no longer required)
Updated water adjustment script
Generating meshes. Got a new plan for intersections and end caps.
UV's are still a slight pain in the fucking arse.
added the torch and rock animations to the mecanim controller; adjusted the timings on some of the movements to lessen some of the "foot sliding" going on
Quick fix for lat-based atmospheric blend
Added Steamworks.NET, made SteamVoiceChat class for P2P Steam voice chat.
Added Steamworks.NET, made SteamVoiceChat class for P2P Steam voice chat.
Syncing SteamIDs for when voice chat needs them (these can be spoofed until I add steam authing on the server)
Syncing SteamIDs for when voice chat needs them (these can be spoofed until I add steam authing on the server)
Added a CSteamID extension function to format a SteamID, why isn't this in Steamworks already? Showing SteamID above heads to check they're working.
Added a CSteamID extension function to format a SteamID, why isn't this in Steamworks already? Showing SteamID above heads to check they're working.
Undone everything goosey did yesterday (fixes broken player animation, sorry dude)
Labelled player animations with "PlayerAnimations"
Made sure all player animations were using the RustPlayer avatar
Made ikWeight use animation curves instead of calling SetIKWeight
Updated ore textures (this should really be done by an artist, but I think we might replace the meshes altogether?)
Set scene ambient to hemisphere (seems to fit better overall, especially since the terrain still uses legacy shaders)