199,737 Commits over 4,140 Days - 2.01cph!
- 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
Desire.IsFulfilled in favor of a crappy update method
fixed semi auto rifle ironsight offset
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.
Cowboy - updated anim template, added death anim WIP
- Added GetRandomUnusedAbility() to AbilityList
- Abilties are no longer randomly equipped per level (that was placeholder behaviour) and re-enabled save/load based on loadout
Foot scuff sounds for Igor & Lion-El's dust slides
Patched TOD to allow deferred atmospheric computations (only missing global sky mask)
- 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
Water2 parity changes from before; improved distant fog
Fixed skin ambient lighting
almost back to working properly
- 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
- 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
Fixed invisible collectables (placeholder models)
Fixed using blueprints as ammo
Large water catcher is researchable
Don't receive voice chat when dead
Removed some un-needed errors
TOD prefab + default XML reflection cubemap masking fix
Added Ground layer to TOD reflection mask
- Added a molotov cocktail launcher weapon (placeholder art/sounds)
- Changed model used by cocktail launcher
FOR FUCK SAKE factory asset/ alcohol pump/textures/scene
First pass at dojo court ambience
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
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Added a default Draw hook to base_nextbot (whoops forgot about that detail sorry)
Automated Windows Build #139