242,727 Commits over 3,867 Days - 2.62cph!
Fixed problems with bootstrapping
Manually added example build output.
Fixed Builds directory not being removed.
Added unix standalone builds.
Made terrain modifiers get applied in Awake()
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Set up pickpocket mechanim states & added 'loot' parameter
Added 1st pass player 'pickpocket' anim & set up clips
baseNetworkable.networkOwner not used for anything
Don't delete the spawnhandler on a listen server
Tree layer (for perf tests)
Not moving trees into Network heirachy seems to fix group < errors
Changed network rotations to send as vectors
Don't send trees in every snapshot - only the first one
Don't send a full snapshot when spawning dead
updated player gesture source
Removing ExportedObj folder from plastic
Created bootstrapper stuff and a switch for it.
Moved tree stumps to their own prefabs
Hide prefabID in inspector
Added TreeEntity (so we can specifically optimize trees)
Replaced ent.sourcePrefab string with prefabID (a hash of the string)
Added ent.KookupSourcePrefab() (to get the prefab name as a string)
Updated prefabs with new ID
Reduced standalone zip compression level to compare build times.
[ultimate_soldier] fixed a crash for very small levels
Merge branch 'master' of arcade
Builds directory is now removed when a build starts.
Fixed the 64bit problem thanks to Garry. I'm going to redo all of the bootstrap stuff cuz it's shit.
[ultimate_soldier] fixed appearance of entrances
[ultimate_soldier] intermission stage has a shop
Fixed the speedtree animations (or lack of) - and the thing that was ruining our branch and leaf density.
Some crystal & ice files.
[ultimate_soldier] player cant leave mission through entrance
[ultimate_soldier] AI soldiers aim in the direction they are moving
Wrastling with networking bollocks.
NWVars now support clientside prediction
test animation for first person eating.
fixed some alignment problems with the 3rd person eating gestures.
added various sound fx for eating.
Made TerrainSkin support (kinda) dynamic splat adjustments
- Added WaterExenstion to pass the RenderSettings.customReflection cubemap to the Water shader.
- Reimported SF
- Moved World/Weather/Season managers to a new prefab and updated game_bootstrap scene
No need to build manifest in build process, it's done in a seperate call now to force defines
Updated to coherentui 2.5.0.0
Can set developer convar on server
Fixed logic error in RPC_Server.MaxDistance
Disabled PVT and water reflections by default (perf)
Trying out a more complex build script.
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Added a Build static class to test command line building.
Added random rocks to temperate and arid open fields
Added rocks to the grass-beach transition
Reorganized terrain-related procedural generation scripts
Added basic idea of a dynamic splat modifier script (backup commit)
Only generate manifest if full defines are set
improved view model hammer anims
Web player now uses new proxy address.