
Changelog:
Art
* philipk texture sets
* new RPG HUD theme and icons
FPS
* optional doom style mousemove (/mouselook 0)
RPG
* removed script slots and replaced with a signal based approach to scripting
for example r_script_collide is now r_script_signal collide; note it is case sensitive like everything else.
* named lookup script subsystem, has its own stack and tracks things independently of CubeScript.
* Modified folder hierarchy, uses a more classical and less confusing approach to identifying unique artefacts. This has the added bonus of making patches simple and painless. Unfortunately finding the one you want is now a chore
* rewrote projectile system
P_PERSIST, allows projectiles to pierce multiple targets and bounce of them instead if P_RICOCHET is present
projectiles with timers without P_VOLATILE will act as timed bombs when a surface is hit.
* commands to select and modify definitions and many aspects of entities and an accompanying menu.
* DISPEL status effect
* basic skills, stats, examine and recipe menus.
* experimental waypoint dropping mode taht links to all nearby waypoints, rather than mapping the player's movement. This has the disadvantage of not mapping collisions accurately. ( /experimentalwaypoint )
* a few basic AI directives
* AI routes are now stored in reverse order, this is faster and allows us to easily and quickly do minor alterations (eg, dodging).
* rewrote savegame system, writes to a temporary file (just in case) and no longer saves RPG definitions (eg, item properties)
* introduction of game properties (ie, the initial map to spawn the player on)
* functional recipes
* map flags, several flags were added that are perfect for dungeon levels
* chargeflags, controls which facets of an attack can be charged
* rewrote particle effects to not encompass 3 stages, each required stage now points to a separate effect.
* reduced particle spam
* pause the game whilst in editmode.
* reintroduction of CRITTER, ITEM, OBSTACLE, CONTAINER, PLATFORM and TRIGGER entities to complement the SPAWN entity.
* assorted fixes and balancing of defaults
* attachments
you can attach particles to tag_partstart and tar_partend as well, there are currently a few bugs whilst dual wielding
* r_rehash command to reload RPG definitions; save your map and game before using this
* allowed the HUd to be redefined via script
* rewrote cutscene subsystem, interpolation gradients can now be defined with ease, and this includes improved support for on screen items, such as images.
* functioning platforms - note that there are some quirks and limitations right now
Upstream
* Windows: the dedicated server will now create an icon in the systray
* -g flag for specifying output file (not supported in our Linux script, use './sandbox_unix -my -args > file' instead)
* the server will load entities directly from the map when possible
* pre-multiplied alpha support, (plus DXT2 and DXT4 support)
* support for tag transformations on skeletal model bones
* simplified IK for pitch animation
* sunlight ( /sunlight* series of vars)
* the server can now read entities directly from maps
* proper multiline support for gamehud and edithud alises
* movie recorder now uses OpenDML/AVI 2.0, this means recordings are now taken as a single contiguous unit
* improved model lighting that preserves contrast on the unlit side
* improved lightmap packing when a cube's face consists of more than one plane.
* many assorted bug fixes
Update Notes
The RPG has changed a lot, and is more or less fully incompatible with 2.6.1 and earlier. In addition the RPG may now be considered to be an Alpha, as opposed to a Pre-Alpha/Tech Demo. There is a "base" game included with the RPG, please use this to derive your own.