241,457 Commits over 3,867 Days - 2.60cph!
Automated Linux Build #138
Automated Windows Build #138
updated loot tables
updated icon for semi auto rifle
protocol++
Awesomium changes only on Windows for now
Fix Linux / OSX builds
- ObjectiveManager now has a flag set when a reward is waiting in town
- WIP placeholder mission reward UI screen
Work in progress on generalizing DM goal processing a bit.
ItemDesires no longer have a quantity property, simplifying desire management somewhat
Ported Desires to Agent+Desires
Put back code removed from merge
Fixed sound length issue
- Loose Cannon placeholder effect scale in tweak
- Fix for item models not loading correctly when entering a level
Fixed river shader going over interpolator limit
Touched ocean and river shaders.
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
Automated Windows Build #137
- Assigned weapon models to the current weapon defnitions
Automated Linux DS Build #136
Automated Windows Build #136
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
- Loose cannon now has 1-2 damage range
- Added a new weapon, Loose Cannon. Assault blaster weapon with burst spread fire.
- Weapon definitions now has access to launcher offset values
more rigging work, backup before I possibly break everything
- Merged all the item/equipment changes back to main
Automated Windows Build #135
Automated Windows Build #134
Automated Linux Build #134
I forgot to enable the previous patch. Here we go again!
Automated Linux DS Build #133
Automated Linux Build #133
Automated Windows Build #133
Proper alpha blending for Awesomium panels.
merge from main/sound-initial-implementation
Add .DS_Store and ableton's .asd files to ignore.conf
Initial sound implementation. Generic footsteps. Generic racket sounds. Ball sounds. First pass at lava court ambience.
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)
Automated Windows Build #132
Automated Windows Build #131
Automated Linux DS Build #131