For mappers this update brings fully customizable, Lua-based UI for the editor including an in-game content browser. They have also unified their lighting system to allow for faster build times and a more consistent look across all brushes and meshes.
Game:Bug fixes:
- No longer play character pain sounds on < 10 damage
- Tweaked IC hit sound (again)
Source.
- Player now removed from editor state on disconnect (fixes bug where you see menu playback in editor mode)
- Fixed crash dialog interrupting very slow loads (slow loads will be somewhat addressed in .37)
- Fixed crash bug when the .light file didn't provide all reflection probes
- Fixed previous optimisations to be DX10 compatible
- Fixed colour override workflow -- if you override a material & not colour within an effect, the default colour will now come from the new material (instead of the default colour on the effect).
Game:Tech:
- Added alternative IC hit sound. This is a somewhat less painful alternative until we implement our new sound system
Bugs:
- Loading improvements
- Adding loading screen to prevent blocking on load (work in progress -- it'll be nicer in 0.37)
- Replays are now streamed in as they play
- Thumbnails now generated iteratively
- Static batching bake can now be done iteratively
- Memory usage
- Static batching re-written to use substantially less memory. (from 1040mb VRAM to 773mb VRAM @ medium quality)
- Reduced the system memory Reflex uses by about half (from 920mb to 488mb @ medium quality)
- Favour non-Intel cards (should fix many reports we're getting on people having Reflex default to integrated graphics)
Source.
- Lua scripts now report "Plasma Rifle" instead of "Chain Gun"
- Fixed bug where cameranode keyframe wasn't being set properly on game start
- Fixed bug with being updating the camera in replays.
Bug fixes:Engine:
- Fixed crash bug on launch for DX10.0 cards
- Fixed bug with teleporter mesh click detection
- Dropped pickups no-longer save into maps
- Vote counters work again
Art:
- Added r_mesh_quality
- Removed high-vis option from UI (cvar still exists)
- cl_weapon_offset* now set to defaults on builds <= 0.36.0
Source.
- Darked default reflection cubemap (improves look on lower end card)
- Removed accidental RL from bdm3
- Scaled up grenade by 150% (should be more like the old one)
Full Change-log
- Content browser for effects/meshes/materials
- Entirely Lua powered now, so get customizing.
- All meshes & brushes can now have their material type and colour overridden
- Meshes can now be uniformly scaled up and down.
- Prefab system (EntityPrefab, me_createprefab, me_breakprefab, me_updateprefab, me_destroyprefab -- full docs soon)
- Increased UI mouse scroll speed
- me_snapangle is now a float
- Pickup positions now always exposed in replay
- Changed respawn & teleporter sounds -- many more will be coming with our updated sound engine.
- Added industrial ambient sounds
- Removed a heap of profiling sections so cl_show_profiler 1 is no-longer useless
- Added r_profiler 2
- CPU & Memory optimizations for servers
- Added weapon land impulse
- Added weapon bob (see cl_weapon_bob)
- Added ultra quality settings
- Added static batching
- Removed lightmapping (we're now 100% probe-lit)
- .probe files are now redundant -- all baked lighting is saved into .light
- Can now load un-matching .light files (no more lightmap stomping the second you change anything)
- Added support for multiple reflection probes (requires DX10.1+)
- Added SMAA x1
- Added quality levels for FXAA
- Implemented NVIDIA ShadowWorks HBAO+
- Implemented LOD system
- Restored UV rotation commands
- me_getmaterial now works again when no faces are selected.
- Weapons no-longer rotate around crazy when building lights, much to newborns disappointment.
- Fixed rotation on meshes when doing group rotations
- Editors can no longer select/delete/created player, grenade, rocket, cell, burst, stake, temp, cameraPath, vote or damage entities. We kept that bug secret for ages!
- Quad & resist effects no-longer seen on weapons on 3rd person players
- Several server bugs fixed
- Disabled stake launcher (for now)
- Lua functions: nvgFillImagePattern(), nvgLineCap(), nvgLineJoin(), nvgMiterLimit(), nvgGlobalAlpha(), nvgTextLetterSpacing()
- Lua vars: providing selected entity properties, providing selected brush properties
- me_activematerial and me_createtype are now vars not commands (they'll be saved to config / are query-able from lua)
- Added me_setentityproperty
- Added me_activealbedo and hooked it up to UI
- Added industrial theme. It's only a single bullet point, but it includes about a hundred assets and will include more over time.
- Added first-pass weapon art -- still some polishing to do.
- Revised carnage effect
- Updated hostile to match the new art style.
- Optimized some effects
- Fully themed BDM3
Thanks to Bonuspunkt for providing the screenshots
Links:
Reflex is hawt now