Well, it’s been a while since our last look on Wolfire Games’ Overgrowth, right? While this game has not been released yet – three whole years under development and it’s still in alpha phase – the team behind it has released a new video highlighting the changes that have been made to its latest alpha version.
Here is Overgrowth’s Alpha 209 Changelog:
– 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.tgaCharacters 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
Enjoy!
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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