199,311 Commits over 4,140 Days - 2.01cph!
- Merged all the item/equipment changes back to main
more rigging work, backup before I possibly break everything
- Added a new weapon, Loose Cannon. Assault blaster weapon with burst spread fire.
- Weapon definitions now has access to launcher offset values
- Loose cannon now has 1-2 damage range
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
Automated Windows Build #136
Automated Linux DS Build #136
- Assigned weapon models to the current weapon defnitions
Automated Windows Build #137
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
Touched ocean and river shaders.
Fixed river shader going over interpolator limit
- Fix for item models not loading correctly when entering a level
- Loose Cannon placeholder effect scale in tweak
Put back code removed from merge
Fixed sound length issue
Ported Desires to Agent+Desires
ItemDesires no longer have a quantity property, simplifying desire management somewhat
Work in progress on generalizing DM goal processing a bit.
- 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