242,735 Commits over 3,867 Days - 2.62cph!
Merge branch 'master' into deploy
Minor fix that allows games to be packaged
Merge branch 'master' of arcade
Attempting to remove a renderable from a stage it is not added to now just silently fails.
Merge branch 'master' of github.com:Facepunch/arcade
[ultimate_soldier] fixed out-of-bounds bug, more/cheaper friendly soldiers
Post-build deployment, GUID: 6b2471c3-ca5a-42d8-9fa3-0dbd83bcb1d3
Post-build deployment, GUID: beea36d4-7026-4243-b8a8-9600d2597193
Post-build deployment, GUID: c69311f2-d5fb-49e7-8662-8c2fe85fc90d
Standalone build packaging is now performed elsewhere.
Wolves and bears now made of flesh instead of stone.
Post-build deployment, GUID: 14af9c1b-1ce0-4a39-926d-7bf295dc0404
Post-build deployment, GUID: e3b52100-75ae-4bdf-992a-7e6583b7da49
Fixed railing creation physics push glitch
Consolidated some common errors
Error reporter reports current level name
Fixed NRE in model.trigger
Error logging now ignores errors from Oxide
Fixed NRE in Effect.Init
Added Build.WebPlayer() method.
Removing because doesn't exist?
Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models
Disabled shadow casting on all current view models
Nuking A* Example assets.
Fixed missing terrain textures
Quick checkin to stop Jenkins from failing builds.
Potential NRE in effect sending
Backing up a truckload of tree files.
[ultimate_soldier] fixed some money stuff
Merge branch 'master' of github.com:Facepunch/arcade
[ultimate_soldier] fixed civilian not loading base class sounds
made some tweaks to the 1st person spear animations
Post-build deployment, GUID: 6c02c534-a765-43ab-81fd-7b3d047a31ed
Fucked with player and quality settings for the BBDK.
Graph is now coloured again.
Fixed a possible exception when removing entities.
Added a couple of convenient scripts to call premake5.
Fix being able to no-collide with walls by hitting them with the hammer :S
added a more natural idle animation for the melee
added a "Gesture_fullBody" to the mecanim
Fixed atlas shader texture popping bug on nv650M/windows
Updated custom standard/universal shaders to latest universal core cginc
Updating pvt shader to standard/universal
Made splats set by terrain modifiers have chamfered corners
Authentication with TNet is a bit of a fuck about but almost done!
Removed some legacy code from the terrain generator
re-added drink to mechanim gestures layer
removed mechanim flinch transitions
re-added player gestures to mechanim & deleted unrequired params
Completely disabled PVT to fall back to the texture atlas terrain shader
Temporarily disabling EAC for osx/linux (until EAC for osx/linux works properly)
Made lock code spawnable with existing items (temporary)
Updated scene2prefab, phrases
Updated quality settings (LOD bias now [1.0, 0.5] with linear falloff from best to worst)
Minor terrain generator cleanup + comments to stop the stupid future me from screwing it up