242,829 Commits over 3,867 Days - 2.62cph!
Create the terrain after spawning all landmark and decor (so that dynamic changes applied by decor are already known)
Made terrain height offsetting based on splats more extreme
Burce Willis aint gon save you now bruh
Fixed that the procedural map would load BuildingTest.sav, removing all spawned entities in the process
Update building block basic source
Partial fix for 2 channel PNG files.
Added bobbing and swaying although its a bit shit and needs tweaking. A lot needs linking together.
Some improved error reporting.
Added window bars
Replaced placeholder textures on blocks with some different placeholder textures
Fixed two missing resolution variable replaces
Added some view model stuff.
Can build on top of blocks (like floors)
Hinged door stability (falls to bits of frame destroyed)
Floor placement on supports more permissive
Lock is removed properly when door is destroyed
Made SceneAsset create its folder if not found
Qb template cleanup and yellow flower billboard fix
Made baked normal and height maps adjustable
Added yellow flowers, consolidated flower prefabs to use single mat each.
Classes extending Stage don't need to implement a constructor accepting a Game instance any more.
Pines ACTUALLY all use the same mats
Savannah trees all use the same mats
Saved ~70 ALU in terrain shader highest quality mode
Fixed rendering and updating order in games.
Pines now all use same mats
Added Grab Terrain Normal toggle to terrainBlendObj; enabled by default
Added some missing documentation for the Entity class.
Stability points on all non grounded blocks
Entity now implements IEnumerable<Sprite> so that collection initializers can be used, and ensured that sprites are ordered correctly.
Improved error reporting when loading or updating a game.
Fixed UVs on a bunch of placeholder building component meshes
Fixed a bunch of pink materials
RemoteLog - moved to server prefab (gamesetup is only for the editor)
Merge branch 'master' of github.com:Facepunch/arcade
Games are now maximally scaled again.
Fixed UVs on a bunch of placeholder building component meshes
Fixed compilation error messages not appearing when loading a game via command line.
Removed meta file for deleted DLL.
[platformer] improved crush detection
[platformer] player checks for being crushed
https://www.youtube.com/watch?v=v09H0A9q1mA
Removed unnecessary normal map flags from all ST mats.
Animals now have metabolism.
Client - disconnect if exception in networking
Protocol++
Strip LightLOD from server builds
Naaaants een-vwen-yaaaaaaa ma-ba-gee-chi-ba-va
(See-tee-hoummmm gwen-ya-maaaaa)
Created base metabolism class.