Construction Updates, Animation Improvements, and Fixes
[h3]Updates and Improvements[/h3]

[h3]Fixes[/h3]
A big mahalo to all of the testers for their great suggestions to make Fractured Veil better! Here's a list of everything we’ve fixed or improved using your input from last week's play session.
If you want to see your ideas in Fractured Veil, head over to our Discord server to help us test the game and share your thoughts
[h3]More About This Game[/h3]
- Refactored weapon hiding to make use of a single function
- Implemented procedural spawning of player damage volumes 100m wide along map edges of playable cells
- When playing a pose animation the first-person, third-person, and weapon animations now all have their play length synchronized
- Updated thatch damage table with new info
- Added totem icon and a red x to the HUD when viewing a construction piece that isn't within a totem's boundary.
- GetDistanceVisibleLevels is now updated over multiple frames on the client to improve per-frame performance
- Performance improvements
- Added health and destruction to placed chests
- Construction attachments are now easier to place
- AK Audio Components now only update their location when they are actively playing a sound
- Added code to notify realm persistence when a player-spawned container is spawned
- Added spawn exclusion for totems as well as chests
- Streaming performance improvements
- Added in a "frv.debug.controller.groupplayers" command that teleports all players to the caller
- Recipes now update as you gather resources
- Made it more obvious that totems need to be built and stocked with resources to auto-repair
- Allow bandages on the toolbar
- Added progress bar on recycling buildings
- Code Locks now accept codes
- Adjusted the time it takes for bodies to disappear
- Improved AI animation performance

[h3]Fixes[/h3]
- Fixed a bug that would return the wrong animation play length
- Fixed a bug where the PersistentRPGWeapon was clearing the AnimationTimer before the PersistentRPGBaseItem could react to it
- Fixed an exploit where players could cancel a reload when not actually reloading
- Removed a timer from the PersistentRPGWeapon's BeginPlay that was causing the weapon to be hidden/shown when other systems were not ready for it to be
- Fixed a bug where the first construction object loaded in on clients wouldn't replicate properly
- Fixed a bug where the construction cooldown was being applied to all players as a single entity instead of having a unique cooldown for all players.
- Fixed a bug where the construction id wasn't being replicated to new players
- Fixed a bug with rounded floors not aligning to rounded walls when other walls were present
- Fixed a bug with the recycle progress bar not always working
- Fixed a navigation hitch that would occur on the client during level streaming
- Fixed an actor iterator that was running every frame when not playing on Lahaina
- Fixed more bugs that were preventing proper construction ids from being used on clients
- Reworked parts of the Fire Component to better support dynamic toggling of its enabled state
- The Fire Component now defaults to off on AI and is only enabled when the AI is killed
- Fixed "Take all"
- Road decals no longer applied to wooden crates
- Constructed objects and bodies now persist between server restarts after a crash
- Fixed minimap and main map to accurately reflect players position
- Fixed AI Spawner Volumes ticking on the client
- Fixed mouse input being tied to the current frame rate
A big mahalo to all of the testers for their great suggestions to make Fractured Veil better! Here's a list of everything we’ve fixed or improved using your input from last week's play session.
- nubkid - Road decals are being applied to wooden crates and other objects
- Aqua - Recipes not updating as you gather resources
- kruton @Schism3110 - "Take all" is broken
- Palaman/Fatih/40 - Can’t build campfire in your building
- Saur - Round floors not rotating properly
- Aqua - Building pieces disappearing 5 seconds after being placed, mainly walls/windows
- Palaman/Faith/40 - Need to make it more obvious that totems need to be built and stocked with resources to auto-repair
- Palaman/Faith/40 - Can place iron ore in campfire and it disappears
- Sckiz1 - Can’t put bandages on the toolbar
- Dreis - No progress bar on recycling buildings
- Saur - Code Locks are not accepting codes being entered
- Aqua - Constructed objects and bodies are not persisting between server restarts after a crash
- nubkid - Bodies disappear too quickly, less than 5 minutes
- TrublsmScHOLAR - Task: If player is holding a torch, hold f on dead body to ignite
- TrublsmScHOLAR - Persist hints on screen for longer
- Dreis - Mouse look and feels a little clunky, not as smooth and responsive as other games
If you want to see your ideas in Fractured Veil, head over to our Discord server to help us test the game and share your thoughts
[h3]More About This Game[/h3]