Preorder at http://www.wolfire.com/preorder
Check out the GDC talk here: http://www.gdcvault.com/play/1020583/...
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http://blog.wolfire.com/ David demonstrates some of the new features he added since the last alpha:
rendering uses cubemap mips instead of two cubemaps for diffuse and spec
enemies only try to pick up weapons in combat
finer jump velocity control
improved animation when rolling off of edges
experimenting with triangle mesh subtraction
dynamic character cubemap test (radiosity/reflection)
one-way physics collision (so camera/character can't get stuck)
Seamless cube map filtering and blurring
Removed intel GPU warning
Improved gamma correction compatibility
Added debug options to disable animation features
Improved dialogue text positioning
Fixed dialogue camera preview
Fixed split screen rendering
Objectives and achievements are now stored in level parameters
Improved wind effect on ears
Fixed "GL_prefix reserved" error
Controllers can be plugged and unplugged while game is running
Automatically recognize common controller input (via SDL game controller db)
Updated SDL to 2.0.3 (fixes some controller and windowing issues)
Added cats and rats
New mesh simplification algorithm for character LOD
Arena preloads all necessary files (no stuttering from file I/O)
Improved running bounce animation