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nanos worldβ„’ News

October: Playtest & Big API Refactor!

The October News Blog is out!

https://docs.nanos.world/blog/october-2022

Let's Play Halloween πŸŽƒ special game-modes!

It's time again for a super-spooky πŸŽƒ Halloween Event πŸŽƒ in nanos world! Let's play together scary community created game-modes in the Halloween weekend (30/10)

We will make available a Playtest version for everyone which wants to play for free! Register to the Playtest in our Store page!



[h3]And of course we couldn't miss our famous official Halloween game-mode![/h3]



πŸŽƒ In the official Halloween game-mode, you will see yourself on a very dark park, with just very flashy flashlights, Survivors need to find a way to escape before the Horseman murder them all!



🐴 The Horseless Headless Horseman have a special ability which can be used to find where survivors are hiding. Also, Survivors can try to kill the Horseman using their weak pistols, but be aware, they are much more strong than you can imagine!



πŸ‘» Stay tuned! Follow our Page and play for free with us! See you on Sunday 30/10! Also join us on Discord to get prepared!

https://store.steampowered.com/app/1841660









πŸŽ‡ Streaming allowed!

Update 1.17.0 released on bleeding-edge

nanos world is passing through several big refactoring under-the-hood, we are updating and improving portions of the project using more modern techniques that will bring much more performance and stability. It shouldn't affect anything scripting-wise, but if you experience any oddities (something that "stopped" working, crashes, instabilities), please let us know!

Version 1.17.0. Changelog:

[h2]New Features[/h2]
- Experimental: Now some methods can be called on Client Side if the player has Network Authority on the entity: Actor.TranslateTo(), Actor.RotateTo(), Actor.AddImpulse(), Actor.SetForce(), Character.SetWeaponAimMode() and Character.SetViewMode().
- Added new methods to File: ReadJSON() and ReadJSONAsync() to read, parse and return a JSON structure from a file (10x more performatic than doing through Lua).
- Now Blueprint:CallBlueprintEvent() returns values from Blueprint functions (client-side only), multiple returns will return multiple values to Lua.
- Added new methods to Characters: SetAnimationIdleWalkRunStanding(), SetAnimationIdleWalkRunCrouching(), SetAnimationIdleWalkRunProning(), SetAnimationsTransitionStandingCrouching(), SetAnimationsTransitionCrouchingProning() to add custom BlendSpaces and Transition Animations to Character locomotion. Please read the documentation for more information.
- Added new method to SceneCapture: SetShowFlag() to enable/disable custom rendering features from being rendered.
- Added new method to Assets: Precache() (server-side), to force an asset to be loaded during the loading screen (referencing assets normally already add them to this list).
- Added missing method to Assets: GetBlueprints().
- Added new Settings to menu: In-game Max FPS, Visualize Bullet Traces, Visualize Vehicle Doors and Visualize Character Capsules.
- Added new method to Weapons and Vehicles: GetBonetTransform() (client-side).
- New event to Vehicles: TakeDamage.

[h2]Improvements[/h2]
- It is now possible to pass tables through WebUI events (Lua CEF), so you don't need to JSON.parse or JSON.stringify them anymore!
- Improved Weapon's Wallbang behavior (was not working properly). The wallbang of nanos-world-weapons have been increased. Now wallbangs ignores the first-hitting actor. Now it is possible to wallbang Water (water does half of wallbang damage and reach 10x farther).
- Improved WebUI error handling when failed to load a resource (e.g. image or file), now it will display a proper error when it fails.
- Now Character will bend the weapon when getting aim blocked, this will replace the old "un-anim" behavior when getting aim blocked, improving a lot the weapon gameplay.
- The performance of Blueprint:CallBlueprintEvent has been improved.
- Character Interaction has been reworked (grabbing Prop, picking up Pickables, entering Vehicles) and is now more performatic and precise. Big Scaled objects will have better precision when interacting.
- Improved network usage by not re-sending network authority sync events to the network authority owner which sent it to the server.
- Now Water have a custom CollisionChannel Water to be traced against and will not block WorldStatic anymore.
- Now it is possible to pass nil as parameter to Database.
- Several under-the-hood performance improvements.

[h2]Bug Fixes[/h2]
- Fixed SceneCapture not working.
- Fixed WebUI bad behavior when failed to load a page.
- Fixed Color.ToHex() with wrong name.

August: API & Auto Docs!

It's with joy we are released our August News Blog!

Tune in!!! πŸ‘‰ https://docs.nanos.world/blog/august-2022