200,779 Commits over 4,171 Days - 2.01cph!
Automated Windows Build #132
Added terrain specular gloss control per-splat (requested by Petur)
Updated shaders to 5.3.1; added normal encoding aware deferred reflection shader override
Merged in speedtree shader fixes from Rust
Merged in water2 updates from Rust (wip; global fog support pending)
Added initial fog support for transparent surfaces (shader mods later)
Changed sky dome probe reflection culling mask on TOD profiles to sky-only (was breaking water refls)
Initial sound implementation. Generic footsteps. Generic racket sounds. Ball sounds. First pass at lava court ambience.
Add .DS_Store and ableton's .asd files to ignore.conf
merge from main/sound-initial-implementation
Proper alpha blending for Awesomium panels.
Automated Windows Build #133
Automated Linux Build #133
Automated Linux DS Build #133
I forgot to enable the previous patch. Here we go again!
Automated Linux Build #134
Automated Windows Build #134
Automated Windows Build #135
- Merged all the item/equipment changes back to main
more rigging work, backup before I possibly break everything
- Added a new weapon, Loose Cannon. Assault blaster weapon with burst spread fire.
- Weapon definitions now has access to launcher offset values
- Loose cannon now has 1-2 damage range
Fixed a possible crash issue caused by global NW2Vars
Entity:GetNW2VarTable now returns the type associated with each value as well
Added bounds checking to render.GetScreenEffectTexture
Scripted NPCs and Nextbots now support the following clientside hooks: Initialize, Think, Draw and DrawTranslucent
Automated Windows Build #136
Automated Linux DS Build #136
- Assigned weapon models to the current weapon defnitions
Automated Windows Build #137
Updated ocean mesh with more border rings, ring spacing modifications for higher distant fog accuracy
Added support for global fog in water and rivers for more seamless integration
Touched ocean and river shaders.
Fixed river shader going over interpolator limit
- Fix for item models not loading correctly when entering a level
- Loose Cannon placeholder effect scale in tweak
Put back code removed from merge
Fixed sound length issue
Ported Desires to Agent+Desires
ItemDesires no longer have a quantity property, simplifying desire management somewhat
Work in progress on generalizing DM goal processing a bit.
- ObjectiveManager now has a flag set when a reward is waiting in town
- WIP placeholder mission reward UI screen
Awesomium changes only on Windows for now
Fix Linux / OSX builds
updated loot tables
updated icon for semi auto rifle
protocol++
Automated Windows Build #138
Automated Linux Build #138
CreateBehaviourGroup tweak
Agent DM execution management tweaks
Removed BehaviourGroupConsideration