- I've added back in one of the lower quality settings, for testing.
- The dialogue editing tools are now significantly more robust, and I've been a few trees for the receptionist and HR manager, to test them out. You can tinker with the editor by typing "dialogue" in the console. It's not pretty / made for users.
- You can now open dialogue with NPCs. Dialogue can be fancy / formatted. It can call functions, get and set variables, and interact with your inventory.
- There is now an inventory system. You can view your on-person inventory by pressing TAB. You can use J, K, and L to give yourself test items to play around with. You also have some hidden storage containers, which is where items are sent if you can't hold them.
- Dramatically improved loading times for characters that have already been built once, using a combination of texture caching, reference mesh caching, and seam vertex index caching.
- NPCs are now randomly generated based on some parameters that I can adjust for each NPC (for instance, the receptionist is very likely to be a small female, right now). NPCs then persist between sessions. If you'd like to generate new NPCs, delete their .rack2character files from \AppData\LocalLow\Fek\Rack 2_ Furry Science\characters\
- The facial animation system is now up and running, although I must stress that the actual animations are not finished. Facial animations can be triggered through dialogue, or you can test a few of them out with the numberpad.
Windows: https://dl.dropbox.com/s/o8tiqzb3s85mqwk/R2CKWINDOWS.zip
Linux: https://dl.dropbox.com/s/1jrm64wizc8xqbk/R2CKLINUX.zip