199,311 Commits over 4,140 Days - 2.01cph!
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
▄ ▄▄▊ ▅▄▅▅▇▍▅█
▊▉▊ ▄▍▇▅ ▉▍▄█ ▍▉▅▉▇▌▇▇ ▉█▉
Added a default Draw hook to base_nextbot (whoops forgot about that detail sorry)
Automated Windows Build #139
* 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