IRC Banner
Welcome to the Wolfire Blog! This is where we keep everyone up to date on our progress on Overgrowth and other new stuff. Be sure to subscribe to get the latest news! Also, be sure to check out the forums for even more up to date news - or get on IRC for up to the second updates.

Overgrowth a195 changelog

Add Comment! By David Rosen on January 21st, 2013

Here are the major changes for Overgrowth alpha 195:

  • Switched build system to use CMake for all platforms
  • Made sure all libraries and platforms are compiled with high compiler optimization settings
  • Updated Boost, Awesomium, Bullet, TinyXML libraries to the latest version
  • Updated build script to use latest compilers for each platform
  • Added script bytecode caching (for fast Angelscript loading)
  • Fixed morph target caching (for fast character loading)
  • New undo system (more maintainable but not optimized yet)
  • Wrote new GLSL preprocessor to replace Boost::Wave
  • All decals use the 3D manipulation interface
  • Added shader for tangent-space normal maps combined with detail maps
  • All objects properly free memory when deleted in the editor
  • Levels can have their own specific scripts
  • Added ‘placeholder’ objects that can be used as reference points for level scripts
  • Capped main menu at 60 fps even if VBL sync is disabled
  • Fixed problem with character LOD cache
  • Fixed problem with slow-motion toggle key

There is no video because these are mostly refactoring and build system changes, but they will make it a lot easier to proceed with new gameplay features!

Don't forget that you can help support us, try out our alphas, and chat with other preorderers in the Secret Preorder Forum by preordering Overgrowth. If you'd like to see real-time news about Overgrowth, you can follow me on Twitter at @wolfire.