199,737 Commits over 4,140 Days - 2.01cph!
* Bumped steam.inf version
* Increased model precache limit to its TF2 4000 limit
* Fixed buildcubemaps for real this time
Automated Windows Build #140
Automated Linux Build #140
Automated Linux DS Build #140
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
missed these in lasts checkin
latest human rig to go with latest export
Building deployable prefabs
- Removed the cocktail launcher test weapon from town
- Reduced the rate of fire of cocktail launcher
Updated owl config and anim controller
Generic deployable prefabs
Retired LODBatch (use RendererBatch)
- 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
- Fixed gamepad bug with firedirection after moving
WorkshopDL GetPublishedFileDetails no longer hangs main thread
Fixed addon extraction assert/leaked thread handles
Automated Windows Build #141
Automated Linux Build #141
Automated Linux DS Build #141
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
- Molotov cocktail set to ignore raycast layer
Scripts can declare that they handle batching (IBatchingHandler)
Include mesh upload time in load balancing considerations
Print command line during bootstrap
Renamed CanFindOrCraftTool to CanFindRequiredTool condition, also removed the crafting items check
Command line -connect test
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
Tweaked/fixed water border rings
Skip LODs that use multiple submeshes (for now)
Batched mesh readonly fix
- More reward screen work. Ability info + comparissons.
Fixed water hot reloading errors
Updated amplify motion to v1.7.1
- Mission reward screen now rewards 500 cash plus another 500 if the cash reward is chosen (placeholder amounts)
MeshCull plays nice with batching
Water specular and smoothness control (doesn't affect SSR)
Water specular and smoothness control (doesn't affect SSR)
- Reward UI now pops up in town after completing a mission and disappears when you accept a reward
Updated water and river materials
added temple flower with eclipse anims
removed erroneous temple animation files
added new anims for eclipse mode
added particle effects, lights and flower for eclipse mode