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7 comments by jeffr on Feb 7th, 2015

Here is the latest in our new Overgrowth alpha format! David himself took some time to illustrate the traditional changelog in video form.

Don't forget that you can help support us, try out our alphas (such as the one in the video), and chat with other preorderers in the Secret Preorder Forum by preordering Overgrowth.


Be sure to watch it in HD!

The features highlighted in the above video are as follows (among some extra ones thrown in for good measure):

- Self-documenting script registration
- Attached objects can be manipulated with editor
- Can attach groups to characters
- Can save characters with attached objects
- Can copy/paste/save/load connected objects
- Fixed mass of wolf and female rabbit ragdolls
- Character bone mass is proportional to the cube of character scale
- Fixed a problem with sky rendering when there is no terrain
- Fixed raider ear weights
- Shift moves camera along camera's up vector instead of world's up vector
- Fixed problem with floaty rolls
- Clamped IK hip movement to reasonable range
- New checksum for animations and character lod cache
- Added sky rotation level parameter
- Spawner no longer closes after spawning a new object
- Attached objects work better with different scales
- Fixed slowdown when transitioning from ragdoll to animation
- Attached objects work with different character scales
- Fixed Mac SDL framework
- Fixed issue with "Texture format no GL_BGRA" with stabdecal.tga
- Characters are immediately alerted when damaged in any way
- Fixed character dragging when weapon is in offhand
- Fixed persistent animation layers across reset
- Fixed deleting characters with item objects connected
- Path points can trigger wait, sit, sleep
- Fixed dialogue editor undo/redo
- Level objects can have detail objects
- Any kind of object can be in a group
- Telemetry profiling
- Progress on native UI widgets
- Can alt-drag multiple objects at once
- Cleaned up editor snapping (and can start snapping in the middle of an action)
- Attaching weapons and their scabbards to the same item slot puts one inside the other

Thanks as always for all the support! See you guys in IRC and the forums.

Also, feel free to support us by preordering Overgrowth!

If you liked this video, be sure to subscribe below.



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Overgrowth Spray For Source Games

Overgrowth Spray For Source Games

Jul 29, 2009 Sprays 24 comments

If you feel like promoting your favourite indie game while playing your favourite Source game. To use it: unzip the file, start your Source game, press...

Overgrowth Main Theme

Overgrowth Main Theme

Jan 13, 2009 Full Version 14 comments

Music for the upcoming sequel to Lugaru: The Rabbit's Foot.

Post comment Comments  (990 - 1000 of 1,060)
Ralok
Ralok Feb 19 2009, 1:23am says:

so more then full time working on the game does that mean like all day, like all damn day, like at least two thirds of every hour

+1 vote     reply to comment
jeffr Creator
jeffr Feb 23 2009, 6:05pm replied:

We often are coding on weekends and holidays. :)

+1 vote   reply to comment
UltimaRage
UltimaRage Feb 12 2009, 6:11am says:

Are you guys using a forward renderer, or a deferred renderer for your engine?

+1 vote     reply to comment
0bas0
0bas0 Feb 12 2009, 9:39am replied:

their anti aliasing to good for being a defered renderer xD

+1 vote     reply to comment
UltimaRage
UltimaRage Feb 12 2009, 8:28pm replied:

With DX10, you can use MSAA in deferred renderers way easier than ever before, so no, they could still be using a deferred renderer. ;)

+1 vote     reply to comment
Silverfisk Creator
Silverfisk Feb 13 2009, 5:03pm replied:

I don't know anything about graphics programming, but I know they're using OpenGL and not DX10.

+1 vote   reply to comment
UltimaRage
UltimaRage Feb 13 2009, 11:32pm replied:

As long as the video card supports it, both should be able to be used at the same time with OpenGL as well.

+1 vote     reply to comment
hero_kenshin
hero_kenshin Feb 11 2009, 6:48am says:

This is looking great, i'd love to be a part of this if i could.

Or even discuss things like how you keep your team motivated, whats your goal in a game, things like that.

This indie game is a inspiration for us all.

+1 vote     reply to comment
BraindeadEmperor
BraindeadEmperor Feb 11 2009, 4:31am says:

Been on this page a lot, but never paid so much attention, i like the video, shows how much detail you guys have put into this!
Looks awsome! =D

+1 vote     reply to comment
MrTambourineMan
MrTambourineMan Feb 4 2009, 12:50pm says:

Haha, cool level editing tools you have!

+1 vote     reply to comment
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