256,206 Commits over 3,990 Days - 2.68cph!
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
- Added a molotov cocktail launcher weapon (placeholder art/sounds)
Added Ground layer to TOD reflection mask
TOD prefab + default XML reflection cubemap masking fix
Removed some un-needed errors
Don't receive voice chat when dead
Large water catcher is researchable
Fixed using blueprints as ammo
Fixed invisible collectables (placeholder models)
- 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
- 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
almost back to working properly
Fixed skin ambient lighting
Water2 parity changes from before; improved distant fog
- 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
Patched TOD to allow deferred atmospheric computations (only missing global sky mask)
Foot scuff sounds for Igor & Lion-El's dust slides
- Abilties are no longer randomly equipped per level (that was placeholder behaviour) and re-enabled save/load based on loadout
- Added GetRandomUnusedAbility() to AbilityList
Cowboy - updated anim template, added death anim WIP
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.
fixed semi auto rifle ironsight offset
Desire.IsFulfilled in favor of a crappy update method
CreateBehaviourGroup tweak
Agent DM execution management tweaks
Removed BehaviourGroupConsideration
Automated Linux Build #138