198,713 Commits over 4,140 Days - 2.00cph!

10 Years Ago
- Removed the cocktail launcher test weapon from town
10 Years Ago
Building deployable prefabs
10 Years Ago
latest human rig to go with latest export
10 Years Ago
missed these in lasts checkin
10 Years Ago
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
10 Years Ago
bot
10 Years Ago
Automated OSX Build #140
bot
10 Years Ago
Automated Linux DS Build #140
bot
10 Years Ago
Automated Linux Build #140
bot
10 Years Ago
Automated Windows Build #140
10 Years Ago
* Bumped steam.inf version * Increased model precache limit to its TF2 4000 limit * Fixed buildcubemaps for real this time
10 Years Ago
chat.Broadcast spacing
10 Years Ago
Merge from main
bot
10 Years Ago
Automated Windows Build #139
10 Years Ago
Added a default Draw hook to base_nextbot (whoops forgot about that detail sorry)
10 Years Ago
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10 Years Ago
tweaked semi-auto reload
10 Years Ago
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
10 Years Ago
First pass at dojo court ambience
10 Years Ago
FOR FUCK SAKE factory asset/ alcohol pump/textures/scene
10 Years Ago
- Changed model used by cocktail launcher
10 Years Ago
- Added a molotov cocktail launcher weapon (placeholder art/sounds)
10 Years Ago
Added Ground layer to TOD reflection mask
10 Years Ago
TOD prefab + default XML reflection cubemap masking fix
10 Years Ago
Merge from tod_jan_16
10 Years Ago
Removed some un-needed errors
10 Years Ago
Don't receive voice chat when dead
10 Years Ago
Large water catcher is researchable
10 Years Ago
Fixed using blueprints as ammo
10 Years Ago
Fixed invisible collectables (placeholder models)
10 Years Ago
- 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
10 Years Ago
- 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
10 Years Ago
almost back to working properly
10 Years Ago
Fixed skin ambient lighting
10 Years Ago
forgot meta
10 Years Ago
Water2 parity changes from before; improved distant fog
10 Years Ago
Water2 version parity
10 Years Ago
Sound recycle time fix
10 Years Ago
- 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
10 Years Ago
Patched TOD to allow deferred atmospheric computations (only missing global sky mask)
10 Years Ago
Foot scuff sounds for Igor & Lion-El's dust slides
10 Years Ago
- Abilties are no longer randomly equipped per level (that was placeholder behaviour) and re-enabled save/load based on loadout
10 Years Ago
- Added GetRandomUnusedAbility() to AbilityList
10 Years Ago
New TOD
10 Years Ago
Cowboy - updated anim template, added death anim WIP
10 Years Ago
Building core prefabs
10 Years Ago
Fixes
10 Years Ago
added amplify colour psd
10 Years Ago
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.
10 Years Ago
Added material tester