242,727 Commits over 3,867 Days - 2.62cph!
[ultimate_soldier] player spawns in center of shop room
[ultimate_soldier] AI pick up the best closest gun they can see, instead of just the closest
[ultimate_soldier] floater text when saving civilian
[ultimate_soldier] a bit of fading, janky though
Post-build deployment, GUID: de3b2cb5-84a7-4177-a613-c5afc4ab073a
Post-build deployment, GUID: 3219dd0f-8d38-4669-827e-01506218e491
Removed Bolt.
Had to rename stuff like player because TNet isn't already in a namespace and takes up the type Player. Is that bloke a cunt or what?
Merge branch 'master' of arcade
Merge branch 'master' of github.com:Facepunch/arcade
SetLayer checks to see if renderable exists
[ultimate_soldier] guns wont shoot when throwing them into buttons
[ultimate_soldier] civs prefer to follow player, cant leave through entrance
[ultimate_soldier] some mission progression stuff
- Added a NavAgentSlowTrigger script to slow down Agents when inside trigger volumes (river crossings)
- More shader and scene updates
- Fixed some issues with GroupsAgentMoveTo
GitSync + New fancy spawnicons
Fixed gesture animations playing by default.
Fixed NRE in DamageIndicator
Fixed defaulting to shitty quality
Fixed not being able to hit trees
Fixed network compression size threshold on broadcast
Quick fix for stuff trees etc notspawning on servers
Fixed naked player normal map glitch.
adjusted positioning of the 1st person eating animations
Fudged menubackground to avoid compiling GI (because it crashes the build server)
Fixed warnings
More Water shader updates. Updated river and lake assets for island_large1
Fixed compile error
Throw exception on compile error
Added player looting anim & set up clips
added player looting animation source
1st person eating animations
Small menu fix, and removing temp tree files.
Merging tree-sync-experiment to main
Added network compression
Fixed TerrainGenerator client / server init fuckup
Renamed materials. Will plastic track it?
Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
Re-organised directory structure.
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together
Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)