254,392 Commits over 3,990 Days - 2.66cph!
- Mission reward screen now rewards 500 cash plus another 500 if the cash reward is chosen (placeholder amounts)
Updated amplify motion to v1.7.1
Fixed water hot reloading errors
- More reward screen work. Ability info + comparissons.
Batched mesh readonly fix
Skip LODs that use multiple submeshes (for now)
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
Tweaked/fixed water border rings
Command line -connect test
Renamed CanFindOrCraftTool to CanFindRequiredTool condition, also removed the crafting items check
Print command line during bootstrap
Include mesh upload time in load balancing considerations
Scripts can declare that they handle batching (IBatchingHandler)
- Molotov cocktail set to ignore raycast layer
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
Automated Linux DS Build #141
Automated Linux Build #141
Automated Windows Build #141
WorkshopDL GetPublishedFileDetails no longer hangs main thread
Fixed addon extraction assert/leaked thread handles
- Fixed gamepad bug with firedirection after moving
- Cocktail Launcher now does zero impact damage, but has an increased splash damage rang, and upped splashed damage to 1-2
- RadiusBlast now takes a damage range isntead of single value
Retired LODBatch (use RendererBatch)
Generic deployable prefabs
Updated owl config and anim controller
- Reduced the rate of fire of cocktail launcher
- Removed the cocktail launcher test weapon from town
Building deployable prefabs
latest human rig to go with latest export
missed these in lasts checkin
re-export of all human data to go with new rig (unfortunatly not polish work yet)
setup wolf deeer and bear to use a generic animal controller with overrides, *warning* building properly with tools will probably revert to old controller
Automated Linux DS Build #140
Automated Linux Build #140
Automated Windows Build #140
* Bumped steam.inf version
* Increased model precache limit to its TF2 4000 limit
* Fixed buildcubemaps for real this time
Automated Windows Build #139
Added a default Draw hook to base_nextbot (whoops forgot about that detail sorry)
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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
First pass at dojo court ambience
FOR FUCK SAKE factory asset/ alcohol pump/textures/scene
- Changed model used by cocktail launcher