239,551 Commits over 3,837 Days - 2.60cph!

9 Years Ago
Merge from main
bot
9 Years Ago
Automated Windows Build #139
9 Years Ago
Added a default Draw hook to base_nextbot (whoops forgot about that detail sorry)
9 Years Ago
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9 Years Ago
tweaked semi-auto reload
9 Years Ago
TOD/Water tweaks Added Petur's Auroras back into the SkyDome prefab, upated the shader with more exposed values, re-scaled the asset and split it into several submeshes EntityView scale fix
9 Years Ago
First pass at dojo court ambience
9 Years Ago
FOR FUCK SAKE factory asset/ alcohol pump/textures/scene
9 Years Ago
- Changed model used by cocktail launcher
9 Years Ago
- Added a molotov cocktail launcher weapon (placeholder art/sounds)
9 Years Ago
Added Ground layer to TOD reflection mask
9 Years Ago
TOD prefab + default XML reflection cubemap masking fix
9 Years Ago
Merge from tod_jan_16
9 Years Ago
Removed some un-needed errors
9 Years Ago
Don't receive voice chat when dead
9 Years Ago
Large water catcher is researchable
9 Years Ago
Fixed using blueprints as ammo
9 Years Ago
Fixed invisible collectables (placeholder models)
9 Years Ago
- Equipment now loads starter items (starter blasters) if required (new save) - Removed the hacky starter weapon items from town as they're auto equipped now
9 Years Ago
- Equipment can now return a random, unusued item - Mission reward screen now shows a random item each time and it can be selected and then auto equipped
9 Years Ago
almost back to working properly
9 Years Ago
Fixed skin ambient lighting
9 Years Ago
forgot meta
9 Years Ago
Water2 parity changes from before; improved distant fog
9 Years Ago
Water2 version parity
9 Years Ago
Sound recycle time fix
9 Years Ago
- Reward screen now picks and displays a random unused ability (with it's icon). It can it be selected, and is then auto equipped - AbilityList now straight up swaps skills based on category when equipping - Ability bar UI now only has the required amount of skill slots - Finally removed the experience bar that hasn't been used for months from the gameplay UI
9 Years Ago
Patched TOD to allow deferred atmospheric computations (only missing global sky mask)
9 Years Ago
Foot scuff sounds for Igor & Lion-El's dust slides
9 Years Ago
- Abilties are no longer randomly equipped per level (that was placeholder behaviour) and re-enabled save/load based on loadout
9 Years Ago
- Added GetRandomUnusedAbility() to AbilityList
9 Years Ago
New TOD
9 Years Ago
Cowboy - updated anim template, added death anim WIP
9 Years Ago
Building core prefabs
9 Years Ago
Fixes
9 Years Ago
added amplify colour psd
9 Years Ago
creating eclipse mode for temple court. created new amplify colour setting, tweaked lighting, created all new eclipse materials and applied to scene (so it'll look weird at the moment). Working on animations and meshes for eclipse mode. removed unused materials from temple court.
9 Years Ago
Added material tester
9 Years Ago
Added "hold" test
9 Years Ago
fixed semi auto rifle ironsight offset
9 Years Ago
- Reward screen progress
9 Years Ago
Desire.IsFulfilled in favor of a crappy update method
9 Years Ago
CreateBehaviourGroup tweak Agent DM execution management tweaks Removed BehaviourGroupConsideration
bot
9 Years Ago
Automated OSX Build #138
bot
9 Years Ago
Automated Linux Build #138
bot
9 Years Ago
Automated Windows Build #138
9 Years Ago
updated loot tables updated icon for semi auto rifle protocol++
9 Years Ago
Awesomium changes only on Windows for now Fix Linux / OSX builds
9 Years Ago
added semi auto rifle
9 Years Ago
- ObjectiveManager now has a flag set when a reward is waiting in town - WIP placeholder mission reward UI screen