201,495 Commits over 4,171 Days - 2.01cph!
Started work on games pausing when control ends.
Tweaked HTML zoom
Tweaked belt bar
re-exported burlap shirt with clean hierachy & added lower torso mesh
re-made burlap shirt prefab & added skinned mesh collider
Fixed the colour mismatch on forest 4 billboards.
Games now pause when control is lost, and reset after 10 seconds.
Games now pause when control is lost, and reset after 10 seconds.
Refactored grass and decor systems to start spawning after calling Refresh()
Made grass and decor patches always snap to main camera, no need to move the game objects via script
Made Refresh() do a full rebuild if called after already being initialized (can be used at respawn)
Made TerrainGenerator.GenerateTerrain() call Refresh() on static and list decor
Made Client.OnClientFirstSpawn() call Refresh() on dynamic decor and grass
Going home.
Refactoring proc gen code for the new system.
Validation
Branching again.
Added game state saving / loading to SmashBlox, untested.
Added game state saving / loading to SmashBlox, untested.
Made static decor rocks get randomly scaled and flipped
Re-added forest rocks (no moss for now, but a slight brown tint)
Removed tons of rock hacks we had to do for Unity 4
Litter box alert: Added tiny clutter rocks to some areas (rock, sand, dirt, forests, underwater, ...)
Protocol++
thompson submachine gun view model rigged up; reload animation done.
Bunch of biome specific environmental parameters. For example, deserts are no longer super cloudy!
Slight snow biome colour tweak.
Reverted CoherentUI to software only (hardware acceleratred mode is laggy, wants vsync)
Re-enabled dynamic znear
- Zones now load sub scenes and acts like a "capsule" for managing everything concerning the explicit scene it's awarded. Since we have a ZoneManager around the Zones, this should be all nicely managed within the GameScreen now.
- Loading two sub scenes now by default, within Zones.
- Doing a stupid BoxCollider intersection test for all spawned zones. This won't work once we have more than two scenes (moving one unintelligently might cause overlap with the third, etc), so will need to move towards a smarter overlap-preventer-scheme. One step at the time though :-)
- For now we set up the boundaries of an "island"/"zone" on the root gameobject in each Working/ scene.
Forgot to add the BoxCollider required component to all the scenes.
Possible fix for duplicate highscores being logged.
Possible fix for duplicate highscores being logged.
Changed server highscore saving to save a file per game using the serialized highscore data.
Changed server highscore saving to save a file per game using the serialized highscore data.
added more validation. still plenty of errors though. :(
Added models, textures, and prefabs for hazmat suit and improvised helmets.
[memory_dungeon] card types and matching
[memory_dungeon] card types and matching
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' of github.com:Facepunch/arcade
committing latest burlap clothes source file
burlap shirt fix...hopefully.
Cleaning up unused materials
Basic worldmachine island template.
Added tools/Update Clothes Models - sets up avatar, humanoid, no material import, warns on extra bones
[memory_dungeon] refactoring
[memory_dungeon] refactoring
Edited torch prefab & v_torch to get new torch working.
Made torch normal maps normal maps
Time of Day update to 2.2.0 prerelease 4
Changed default farclip to 6000
Fixed voice chat not marking players as active.
Fixed voice chat not marking players as active.
Merge branch 'master' of arcade