250,871 Commits over 3,959 Days - 2.64cph!
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)
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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