The Dark Mod - Change Log
Released 14/02/2017
- 0004150: [Def / Setup] Add a frob box for purses, and regularise key frob distance (SteveL)
- 0003881: [Graphics] Create a new Light type "cubicLight" (nbohr1more)
- 0001868: [Sound] Soundprop sound needed for windows shattering (Springheel)
- 0004409: [Coding] Add an option to lift the 60 fps lock (duzenko)
- 0004002: [AI] Review Stealth Score Reporting (grayman)
- 0004401: [Textures] Faster texture loading via native OpenGL Mipmap Generation (duzenko)
- 0004414: [Tweaking] See if skybox can be rendered faster (duzenko)
- 0004426: [Coding] Grabber items vibrating (duzenko)
- 0004403: [GUI] Mouse input tweak (duzenko)
- 0004395: [Graphics] Lightgem Pixel Pack Buffer Optimization (duzenko)
- 0004351: [Distribution] Review manual steps for creating final build and release (taaaki)
- 0004466: [Coding] Provide ability to power an elevator off (grayman)
- 0004451: [Graphics] the texture "planks_worn_brown" still shows as purely black in game (
user81) - 0004441: [Models] Teacup has no collision model (Springheel)
- 0004432: [Coding] r_showprimitives dancing digits (duzenko)
- 0004292: [Coding] "nospecular" light entity argument does not work (nbohr1more)
- 0004358: [Graphics] image_downsize causes text, map guis, hud icons, menus, and backgrounds to become blurry (nbohr1more)
- 0004433: [Coding] Make the % open for a door available to scripts (grayman)
- 0004423: [AI] Applying an impulse to an AI in the process of sitting or sleeping causes problems. (grayman)
- 0004422: [Graphics] Splash particles not displaying properly (nbohr1more)
- 0003956: [Coding] Migrate VC++ projects to Visual Studio 2013 (greebo)
- 0004182: [Design/Coding] Glass crack decals are not visible against skybox backdrop (SteveL)
- 0004406: [AI] Sleepers play standing pain animation (grayman)
- 0004400: [Coding] Image Duplication Check (grayman)
- 0004399: [Coding] Slightly improve mission load time (grayman)
- 0004398: [Saving/Loading] Problem using multiple quicksaves and I18N (grayman)
- 0004379: [Coding] Investigate RenderView culling for the lightgem (nbohr1more)
- 0004392: [AI] Dropped torches seen by passing AI as dropped weapons (grayman)
- 0004383: [AI] AI in Caduceus stuck opening and closing door (grayman)
- 0004384: [AI] Two AI treadmilling against each other (grayman)
- 0004369: [Feature proposal] Dynamic Lightgem Interleave (nbohr1more)
- 0004371: [Tweaking] Enable tdm_lg_split by default (nbohr1more)
- 0004372: [SEED] lod_bias does not affect func_emitter (nbohr1more)
- 0004370: [Coding] idMovers don't apply damage to player or AI when blocked by them (grayman)
- 0003556: [Sound] Player hears sounds normally when underwater (grayman)
- 0004354: [GUI] Displaying the inventory grid should be subject to immobilization upon request (grayman)
- 0004186: [Mapping] Response effect to turn light off stops it ever illuminating again (SteveL)
- 0004195: [Design/Coding] Candles can't be put out by response effect (SteveL)
- 0004213: [Script/Def] "ambient_light" "0 0 0" doesn't work on info_location (SteveL)
- 0004021: [AI] AI wearing glasses didn't go down when KOed (grayman)
- 0004120: [Def / Setup] The atdm:lamp_gaslight family doesn't stim passersby when doused (grayman)
- 0004112: [Coding] trigger_entityname should include an 'entityname' default key/value pair (SteveL)
- 0004185: [Def / Setup] Inventory items have large mass by default (SteveL)
- 0004151: [Textures] Black_matt isn't (SteveL)
- 0004020: [Textures] tdm_balcony_sp_ceramic01 has incorrect surface type (SteveL)
- 0004420: [Graphics] Reflective "subview" materials flicker when in close range (duzenko)
- 0004362: [Graphics] Missing specular files (
user81) - 0003696: [Textures] Inverted normal on mossy_dull_bricks texture (
user81)
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