201,508 Commits over 4,171 Days - 2.01cph!
Working fix/hack for transparent shadowcaster shader on all platforms.
metal files for the weapons changed when i opened them in unity 5.0 beta2
Added opt suggested by andre; skipping camera pass on transparent shadowcaster.
weapon meta files from before my previous check in (which broke the view models)
Updated Sabertooth scale. Mammoth tweak. Tree tweaks.
Added Sabertooth with new anims, still quite WIP.
Renamed StartupDependent to SceneInfo
Bolt rifle, Thompson, Shotgun, Eoka Pistol, Revolver craftable
Added gunpowder blueprint
Pistol, rifle and shotgun ammo craftable
Added pistol bullet projectile
Fixed arrow & rifle killing via "hunger"
Don't bob weapon when not on ground
Cleanup Pass -> Deleted some deprecated files, Cleaned up the namespaces and renamed EntityTemplateManager to TemplateManager.
Renamed *Control classes to *Controller.
Updated to latest Amplify* (from Rust repo) and latest TOD from Dropbox.
Fixed AI profiler samples not showing up in the profiler
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Ore resource nodes now all give varying levels of stone/metal/sulfur (instead of just one)
[memory_dungeon] not much, just card flipping
[memory_dungeon] not much, just card flipping
Fixed NRE in BaseCorpse.Save
Added BaseEntity.IsValid
Fixed NRE in Builder module
[memory_dungeon] color tweak
[memory_dungeon] color tweak
Added @garry 's ScenesToPrefabs script.
Global message "ClientDisconnect" is send to everything when client is disconnecting from server
Made animals forest-only again (let's balance forest sizes etc instead now that we're on Unity 5)
Adjusted animal sense parameters
Tweaked AI ticking (not horrible anymore, but not perfect either - performance testing)
Made behaviour tree actions no longer instant
Ignored behaviour tree frequency (load balancing now exclusively being done by AI handler)
Added more profiler samples to AI
Fixed dead players not leaving the server when disconnected
Fixed player still visible when ragdoll is created
Implemented Arc AABB creation and roadsections are now IContainable.
Need to make Arc intersections tests.
Need to handle updates.
Need to make them all ISnappable.
Started work on adding methods to render various primitives.
Started work on adding methods to render various primitives.
updated burlap LOD0 torso to include neck geometry
Reorganised scene folders. Added SceneSaveHook.cs to handle runtime scene saving and cleanup and build scenes management.
Added trigger to ignore terrain collision to TestLevel
Added readme for scenes folder
Added collider property to TerrainMeta
Fixed TerrainCollisionTrigger gizmo
Auto saved runtime scenes now go into Scenes/Runtime/Islands to match the working directory structure. Updated readme.
Split BudgetBoy.Graphics into several files.
Split BudgetBoy.Graphics into several files.
Made some more nature assets use the new standard shader
Deleted some old unused assets
Implemented Graphics.DrawPoint(s)
Implemented Graphics.DrawPoint(s)
Added server side saving of highscores to file. Game machines are sent the servers current highscore state on init. HighscoreSubmitted event now sets the highscore for all game machines of the same game type.
Added server side saving of highscores to file. Game machines are sent the servers current highscore state on init. HighscoreSubmitted event now sets the highscore for all game machines of the same game type.
Going home.
Still doing containable and snappable shit to re add procgen.
Implemented Graphics.DrawLine(s)
Implemented Graphics.DrawLine(s)
Merge branch 'master' of arcade