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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!

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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  (980 - 990 of 1,059)
zolt Mar 11 2009, 5:15pm says:

is this game gonna come out in stores or do you have to buy it online because this is what i think could be the best game EVER!!!

+1 vote     reply to comment
jeffr Creator
jeffr Mar 11 2009, 10:28pm replied:

We're indie so it's hard to get in retail stores, but here are some places you will be able to get OG online: Blog.wolfire.com (in addition to preordering on our site right now)

+1 vote   reply to comment
Atlasfield Mar 9 2009, 11:32pm says:

Me likes, congradulations for your work, so do you have a story or something like? :D

+1 vote     reply to comment
zolt Mar 5 2009, 8:54am says:

is this game ever gonna come out on XP/vista...

+1 vote     reply to comment
jeffr Creator
jeffr Mar 5 2009, 2:26pm replied:

Yup, the alpha already runs on both.

+1 vote   reply to comment
zolt Mar 8 2009, 2:09pm replied:


+1 vote     reply to comment
haxorfox Mar 1 2009, 6:37am says:

Congrats for 5th place!

+1 vote     reply to comment
jeffr Creator
jeffr Mar 3 2009, 12:35am replied:

Thanks! :D

+1 vote   reply to comment
um-tiki Feb 23 2009, 10:47am says:

Good luck guys I am hoping you win

+1 vote     reply to comment
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
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