242,997 Commits over 3,867 Days - 2.62cph!
Animals now only partol 60% of the time.
Merge branch 'master' into ovr
Conflicts:
Unity/Game/Assets/Materials/CabinetChassis.mat
Unity/Game/Assets/Prefabs/LegacyCabinet.prefab
Unity/Game/Assets/Shaders/ScreenReflect.cginc
Unity/Game/Assets/Shaders/ScreenReflect.shader
Moved pvt async pre-pass render threading code to script; trying to keep mono happy
Fixed pvt not working on OSX
Updated my copy scripts
Updated custom deferred lighting to avoid embedding diffuse occlusion in reflectance
Moved pvt async pre-pass render threading code to script; trying to keep mono happy
Fixed pvt not working on OSX
Removed unnecessary `#pragma` from CabinetScreen.shader
Merge branch 'master' of github.com:Facepunch/arcade
Attempt to make sure games always run at the correct frame rate.
Added a replay camera, bit more work on the replay system
Some completely unnecessary optimization of the CRT & screen reflection shaders.
Merge branch 'master' of github.com:Facepunch/arcade
Simplified how PlayerMetabolism is synced and saved.
Tweaks to the reflection shader & game test scenes.
Fixed screen reflections being visible in the most physics-defying cases.
Rewrote the screen reflection shader to be a bit less insane.
Fixed time/date not progressing
Small fix for the super spec hammer.
Removed old replay system, added support for players, ball and effects
Made the menu scene 16% more interesting.
Reverted terrain shaders back to specularity, instead of specular color, for terrain; saves ALU + saves storage + no metals; this time it's final
Added back deferred shader override with specular micro-occlusion awareness; now globally consistent and non-destructive across other standard materials
Updated all terrain materials affected by these changes: legacy, atlas and pvt
Streamlined the screen reflection shader so that it doesn't branch when testing if the screen can be reflected.
Added a `Scale` field to CabinetScreen that controls the size of the virtual CRT display after projection on its sphere.
Some performance related tweaks.
Streamlined the screen reflection shader so that it doesn't branch when testing if the screen can be reflected.
Added a `Scale` field to CabinetScreen that controls the size of the virtual CRT display after projection on its sphere.
Added spawnhandler stuff to report command
Reverted insane change in Spawnable (/cc zon)
Don't show all the building component templates at 0,0,0
Fixed bear skin not having a protection property
Debug spawns and hurts when developer > 1
Animals now spawn hydrated
Upgraded BaseMetabolism.cs to use newlines
Player prioritises network updates to themselves
[block_party] smile block can turn invisible
[block_party] reworked homing fireballs
[block_party] teardrops splash on other blocks and ground
[block_party] sad block drops tears