240,580 Commits over 3,867 Days - 2.59cph!
Include mesh upload time in load balancing considerations
Scripts can declare that they handle batching (IBatchingHandler)
- Molotov cocktail set to ignore raycast layer
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
Automated Linux DS Build #141
Automated Linux Build #141
Automated Windows Build #141
WorkshopDL GetPublishedFileDetails no longer hangs main thread
Fixed addon extraction assert/leaked thread handles
- Fixed gamepad bug with firedirection after moving
- 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
Retired LODBatch (use RendererBatch)
Generic deployable prefabs
Updated owl config and anim controller
- Reduced the rate of fire of cocktail launcher
- Removed the cocktail launcher test weapon from town
Building deployable prefabs
latest human rig to go with latest export
missed these in lasts checkin
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
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)
▄ ▄▄▊ ▅▄▅▅▇▍▅█
▊▉▊ ▄▍▇▅ ▉▍▄█ ▍▉▅▉▇▌▇▇ ▉█▉
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