244,530 Commits over 3,898 Days - 2.61cph!
[zombies] added new movement indicator
Some project restructure, now using MaterialPropertyBlocks for screens and screen reflectors.
Only generate rivers of a certain length, discard super short ones
Textures: Normals for default head (works with fixed torso) and normals for new head.
Composite map for skin shader.
Highpass map.
Materials: Player_skin
Update: Fixed vertex split = new mesh (updating soon)
New mesh = rebake of normals.
Updated uv maps to make better use of wasted space.
Notes: Materials/Textures will not work with old meshes because of the above. Even using old uv's the normals would not work because of the broken normals.
Reduced maximum allowed path slope from 35 degrees to 30 degrees
Conditional mesh work ~~ twig skin
Temporary fix for players spawning at world origin with some seeds
Workaround for "group < 0x7fff" spam on load inside the editor
Refactored static decor placement (now uses noise octaves instead of shitty blob clustering)
Tweaked lake and island shape
Viewmodel arms use player skin colour
Added NotifyPanel to NetworkingTest to help diagnose issues.
fixed compile error on server (sorry)
Melee tools have punch feedback when hitting 'wrong' nodes
More work on conditional corner meshes, deployed to all walls for stone building skin
New networking test build.
Various nature stuff part 1
Testing wall blocks with LOD
Added third cabinet, possible fix for player movement networking.
Properly separated ocean and lake topologies
Fixed players sometimes spawning next to lakes
Fixed lighthouses sometimes spawning on lakes
Fixed lakeside decor sometimes spawning next to ocean
Fixed exceptions when entities are removed from groups.
tweaked screens shader, made orbitting rings more distant to stop camera clipping
darkened down wild west court plane
removed erroneous materials folder, turned down light brightness in cloud city, changed ring order
Perf is better without dynamic batching enabled
Subtracted changeset 6468
Disabled roadside trees (until the roadside topology fix can be merged to main)
Create SoundDefinitions from existing Sounds
- Area 1-2 now reorganised for hot loading/unloading
- Arena events/phases now display animated headers when starting a new phase or completing an arena.
- Arena events now wait until all spawned items are dead (and not just spawned) before being classed as completed.
Can place foundation stairs upwards + downwards more predictably
Made roofs more predictable to place
Fixed a possible error after removing networkables.
- Seperated materials for bowel bag explosion and grenade
Added celebrate cam pos for TENN
Lobbed balls now skip distance check, fixed TENN smash
Fixed ricochets not showing up for other clients!
Added ricochet effect
stone pickaxe behaves more like the stone hatchet (but for ore)
Temp switched off middle ring in cloud court
Moved `Arcade.Math` to `Arcade.Maths` to fix conflicts with `System.Math`, cabinet streaming works sometimes.
improved the stag and wolf movement animations