Update 102-e3 is Now Live On The Experimental Branch!
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Howdy folks! Just a small patch this week. Mostly bug fixes and infrastructure for future work.
Cheers,
Anton
[h3]Full Changelog - Update 102 - e3[/h3]
Additions:
Howdy folks! Just a small patch this week. Mostly bug fixes and infrastructure for future work.
Cheers,
Anton
[h3]Full Changelog - Update 102 - e3[/h3]
Additions:
- Added a Destructobin to the Grillhouse map
- Changed internal Navmesh Area handling to support future work (such as Sosig-specific types of navigation).
- Doors Off Mesh links split into a ‘going in’ link and a ‘going out’ link, allowing them to be parsed by pathfinding differently based upon the Sosig’s current equipment and state.
- Tweaked Sosig Grenade Throwing logic and aiming
- Rebuilt some of the old Sosig impactFX particle effects to make them more visually consistent with the Sosigs
- Rebuilt a bunch of door handling logic and off mesh links related to door to aid prioritization of opening
- Built System for a door recognizing that it is ‘obstructed’ for any reason (physics glitch, player using panels), etc.
- Fixed Massive performance issues in some scenes (including Grillhouse) caused by broken material on mesh particles effects without collision.
- Reduced Total Internal Door Key Count from 12 to 8 (to save area layers)