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Engine Update - Early Access Build 26

This was supposed to be a 2 week update. It only took 9 months..........

EA26 is finally out! This update focuses heavily on improving upon the base game experience by heavily improving performance and compatibility with modern systems (thanks to updating to a new Unity Engine version, 2020.3). The update also features lots of quality-of-life improvements and bugfixes.

One of the major improvements in EA26 is the increased framerates and reductions in frame jitter. The framerate should now scale way better with the bot count, allowing you to play with more bots than ever before. You can also run a benchmark to easily compare your performance to others. A default benchmark is available from the launch menu in Steam (launching the game with 60 bots on Island without mods loaded) but you can also use the launch option "-benchmark *bot count*" to launch a benchmark on any map, with mods enabled.



Another major new feature is full support for Steam Input. This means that you can connect any gamepad or joystick to the game through the Steam Input system, and create controller binds that you can share with other players. The game has full action map support, meaning that you can easily create separate binds for infantry, vehicle, aircraft use, etc. Additionally, the game will display key/mouse/controller input prompts based on your binds while ingame. If you're planning on playing the game with a controller, please bind all inputs through Steam Input instead of the built-in input options menu. That way, you can take advantage of the Steam Input features. I have created an official controller binds for the Dualshock 4 controller, which should automatically work for other controller types as well.

EA26 improves upon the vehicle picking system, allowing mods to easily bundle vehicle variants that appear in the vehicle selection screen. When picking a vehicle, the game will now display a list of vehicles complete with images to make it easy to find exactly the vehicle you're looking for. Additionally, you can select "Show All Vehicles", allowing you to pick a vehicle regardless of type. This means you can for example replace all aircraft with cars, or vice versa.



I want to extend a big thank you to Ravenfield's modding and beta testing community for the patience and help with getting this update out. Due to compatibility issues between older mods/maps and the new Unity engine version, tons of mods have had to be patched or updated to be compatible with EA26. You can find all mods that are verified compatible with EA26 under the EA26 Compatible tag on the workshop. However, thanks to a lot of trial and error and a little bit of hacking, most older mods should now also be playable on EA26, even though there might be some hiccups here and there.

If you want to play a mod that straight up does not work on EA26, you can switch to the Ravenfield legacy branch (Go to your steam library, right click Ravenfield -> Properties -> Betas and select the legacy-ea25 branch). This branch will downgrade your game version to EA25, which should be compatible with all older mods. When you want to return to EA26 to play new mods, just pick the None option in the beta dropdown.



Full change log

Game changes:
- Updated to Unity Engine 2020.3.32f1
- Updated post processing version to 3.1.1
- Changed AO implementation which fixes various shadow artifacts
- Removed AO quality levels from the options menu as the new implementation doesn't have quality levels
- Replaced limit framerate option with VSync
- Loadout screen no longer extends beyond the screen on ultrawide monitors
- Increased max FOV value to 180 degrees
- Added -resetresolution launch option which forces the game into a 1280*720 window
- Added optional Vulkan graphics API to Windows and Linux platforms, use launch option "-force-vulkan" to enable.
- Added OpenGL Core graphics API as fallback on all platforms. Linux uses this graphics API by default.
- Added benchmark mode which can be used to benchmark game performance. You can run a benchmark either from the game's launch menu options, or by using the command line argument "-benchmark *optional botcount*".
- "-map *path*" launch option now accepts .rfld or .rfl paths as argument.
- Bots and vehicles now use interpolated rigidbody movement which results in less jittery movement.
- Added blood decal options in the options menu.
- Reworked the Vehicle Switch screen.
- Added Vehicle picker screen that shows vehicle icon and title.
- Toggle "Show All Vehicles" in the vehicle picker to access all vehicles, regardless of type.
- Added cool loading screens!
- Improved spec ops intro, Eyes is now only introduced in the first spec ops game you play each session.
- Removed fog rendering from HUD shaders.
- Increased audio DSP buffer size, which should reduce crackling and other audio issues.
- Improved terrain geometry and house positions on Citadel near west eagle spawn.
- Fixed a bug where weapons with multiple muzzles would not fire when their ammo was set to infinite.
- Refactored Actor damage code to make it easier to integrate with Ravenscript
- Capped the maximum vehicle mass force gain based imparted on infantry when rammed by a vehicle
- Reduced camera jitter when getting up from ragdoll.
- When exiting a vehicle seat, the game will now do raycasts to determine where the exiting actor ends up. This prevents actors from ending up inside geometry or under the terrain after exiting a vehicle.
- Various improvements to UI scaling and visibility, especially noticable 4k resolutions.
- Fixed a bug where LUA errors would sometimes cause the Lua VM to run out of memory and overflow. Also added debug values to the console to help monitor the VM memory state.
- Suppressed warning logs from builds, these weren't useful anyway and would just clog the log file.
- Suppressed stack trace when logging info messages.
- You can no longer swap to the seat you're already in.
- Ragdolls that are moving faster than 20 meters per second will now automatically use continuous collision detection, which should prevent ragdolls tunneling through the terrain or other static geometry.
- Updated physics settings to speed up the game and provide more stable physics simulation (reduced risk of the spaghetti man appearing!)
- Fixed a bug where bots would sometimes tunnel through the level geometry when deploying their parachute very close to ground level.
- Added one progress bar per content mod worker in the mod loading screen. This allows you to monitor the progress of loading each mod. The point of this is to more easily debug the cases where modding unexpectedly hangs, as it's now possible to see what mod is being loaded when everything breaks.
- Added a -strictmodversion launch option. When this launch option is used, the game will only load mods created with the same major unity version. That is, EA26 will only load mods built with 2020.3.XX versions of Unity.
- Fixed car pathfinding on the coastline cliff ruins flag (finally lol)
- Updated navmeshes on Coastline and Archipelago
- Made water deeper around attack boats on Twin Island, and also rotated the attack boat spawns 90 degrees
- Fixed an issue where APC lock on sounds were not affected by sound volume settings
- Added -resetresolution launch option that will force reset the game to run in a 1280*720 window
- Removed box men option, replaced with box men actor skin that's available in the actor skin dropdown menu (it's called Ravenfield 2016).
- Added kick foot model for box man skin
- Major improvements to transport helicopter landing AI, it happens much faster and more reliably now
- Improved spec ops detection system so it's easier to escape detection
- Replaced visibility test randomness with a deterministic system when bots are detecting you in spec ops. This should make the detection system easier to understand.
- Fixed a bug where bots would not detect you if they didn't have a weapon that was effective against you.
- Added helicopter patrol to Spec Ops. A transport helicopter carrying high-level enemies will be called in if you're spotted and the defenders manage to fire a flare.
- Laser sight dots are now scaled based on distance to the player camera
- Filled up a hole in the citadel mesh


Input changes:
- Added support for Steam Input to the game. This control system completely bypasses the options menu keybindings, and allows you to set up pretty much any gamepad/joystick/other controller through the Steam Input UI.
- Added default Steam Input bindings for Dualshock 4 controllers.
- Added sprint toggle option.
- Added bindable seat keys (defaults to F1 -> F7)
- Added keybind visualizer system, which will be exposed to RS later.
- The game keeps track of the active input type (Unity default or Steam Input). This is used when deciding which control glyph to render.
- Added Controller Hint option toggle. Disabling it stops the game from displaying the default control hints. Control prompts such as Press F to plant timed explosive in spec ops are still shown regardless of the setting.


Optimization:
- Forced all terrains to use a default material
- Terrains now use instanced rendering on high terrain quality, reducing CPU rendering overhead on modern systems.
- Replaced Ingame Map Editor level generator code, which runs faster and produces more detailed results.
- Ingame Map Editor levels now use Unity's built in mesh baker, significantly reducing the CPU overhead when rendering the level. On busy levels, this can lead to more than twice the frame rate!
- The game now uses GPU skinning to offload the CPU.
- The game now uses graphics jobs, which should multi-thread parts of the rendering work.
- Added deferred squad spawning, meaning the game will spawn at most one squad every frame by default. This reduces frame spikes when spawning lots of bots at once.
- Reworked the minimap code and rendering, significantly boosting overall game performance.
- Tweaked a physics property to prevent the engine from doing unnecessary synchronization of physics transforms.
- Disabled graphics raycasting on some game UI elements that didn't need them.
- Airplane ailerons now move correctly according to roll input (they were reversed before)
- Actor animator now internally uses precalculated parameter hashes instead of strings
- Optimized name tags mutator, it now uses the new PlayerHud element tracking.
- Deferred lua console updates to happen max once per frame.


Various tweaks to AI weapon usage to reduce rocket spam towards helicopters/airplanes and similar long range shots:
- Added weapon target difficulty value, for example targeting a helicopter with the dagger is considered a Hard shot.
- Added bot skill level value. Bots will only take shots that are within their skill level ability.
- Bots that haven't engaged any targets in a while can attempt harder shots.
- Weapon difficulty values can be set manually using the new mod tools pack, but will be automatically set by matching the weapon to a weapon architype such as machine gun, pistol, rocket launcher etc.


Various improvements to mod content loading:
- Added multi-threading to mod loading, allowing the game to load multiple mods at once.
- Shader reloading is run on all platforms when loading a content mod that was built with an Unity editor version that doesn't match the game's current engine version.
- Auto-upgrading of deprecated Plane component class to Airplane.
- Added fallback shader lookup for legacy shaders resolving.
- Added "-verbose" launch option, which logs shader resolving results. If you're experiencing pink error materials, you can find out which shader failed to resolve using this feature.
- Mod content such as weapon entries, skins, mutators etc are now sorted by source mod.
- Added source mod title grouping in the weapon picker UI.
- Added support for vehicle content variants, allowing modders to package multiple vehicles of the same type in their vehicle content mods.
- Added retargeting system for actor skins, allowing the game to load and retarget skins made in engine version 5.6 and 2020.3 (and any future versions)
- When resolving material shaders, the game will now keep the material's render queue value (previously the game would change it to the shader's default render queue value).
- Attempted to fix 5.6 maps terrain tree instances colliding with player. This is done by assuming that only capsule colliders should be solid (as these the collider types that are typically used for tree trunks, etc). All other collider types are assumed to be Ai Vision blockers.


Modding changes:
- Exposed WeaponEntry.uiSprite to Ravenscript
- Added weapon target difficulty value
- Added AnimationCurves, Color and Gradient to the data container component
- Added a warning when custom weapon CullInThirdPerson values would cull the third person transform. This also prevents the third person transform being culled.
- Removed support for CustomActorSkin in custom maps as it was using an outdated actor skin system that was incompatible with Unity 2020.3
- Added actor skin retargeting to DataContainers, which should make it so actor skins loaded from data containers should be retargeted correctly.
- Added HUD Unlit shader variant
- HUD Light material now uses alpha blending (identical to EA24 and earlier releases). Use HUD Additive for additive blending.
- Exposed variout requested featured to common classes such as SpawnUI, Player, Actor, Weapon, Projectile, Minimap, AiActorController and Vehicle classes.
- Added PlayerHud class that can be used to automatically track world objects on a 2d canvas.
- Exposed player loadout to RS
- Exposed OnAnimatorIK to RS
- Exposed VideoPlayer/VideoClip to RS
- Various improvements to navmesh generation which should improve the generated navmesh shapes.
- The last error logged in the console will now automatically stack. This should prevent the entire console from being clogged when the same error is thrown every frame.
- Added .patch file support. Patch files contain extra data that can be used to recover old, outdated mods to be compatible with new Ravenfield builds. This is currently used to recover animations that appear broken on EA26 due to a compatibility bug inside the Unity engine.
- The game now tries to log the source directory of ScriptedBehaviours. This should help debug issues with RS from log files.
- Fixed Vehicles.GetTrackingMissiles() throwing clr type cast errors.
- Exposed various projectile types to RS. The API of all projectiles are currently identical, but they will be populated with type specific properties in future updates.
- References to destroyed GameObjects/Components will now evaluate to nil in RS, creating parity with the official Unity API.
- Exposed DamageInfo, HitInfo and ExplosionInfo structs to RS, which simplifies the RS API when interacting with damage values and events, etc.
- Added various damage/explosion events using the DamageInfo and ExplosionInfo data structs.
- Exposed ExplosionConfiguration to RS.
- Exposed ActorManager.Explode() that can be used to trigger an explosion from RS.
- Added Weapon.GenerateWeaponRoleFromStats() which generates a weapon role based on the weapon stats. Can be useful for classifying weapons.
- Added OnVehicleDisabled and OnVehicleExtinguish events in RS
- Exposed PlayableDirector to RS
- Made it possible to disable stabilization for each axis on MountedStabilizedTurrets. This will be made available through a future RF mod tools update.
- Debug gizmos triggered from RS (Debug.DrawLine etc) are now visible through geometry
- When running the game in test content mod mode while in the test game mode, the game draws the path of your squadmates.


Known issues with this update
- Many mods made in Unity Editor 5.6 have broken animations in this update. This is a bug in the Unity engine itself and isn't fixable from the game code. I have however generated patch files for some older, unmaintained mods to get around this. It is recommended that mods suffering from this bug is re-exported using Unity 2020.3 and the 2020.3-compatible Ravenfield modding tools. Alternatively, It is sometimes possible to solve this issue in the Unity 5.6 tools by making sure the "Resample Curves" option is checked inside the animation import settings of a model, and then re-exporting the mod.

- Some maps made in Unity Editor 5.6 have broken collisions on trees and other detail objects. The game tries to solve this by assuming that only capsule colliders are solid, and any other colliders should only block bot vision. This runtime patch is only applied on 5.6-made maps, and does not affect fully compatible maps created in Unity Editor 2020.3.xx.

Trouble running the update?
If you're having problems running this update, please make sure that your system drivers are up to date, and that your system passes the minimum requirements of the game. You can always access the previous update EA25 by changing to the legacy-ea25 branch by following these instructions:
  1. Go to your Steam Library page
  2. Right click Ravenfield, click Properties
  3. Select the Betas tab and in the dropdown, choose the legacy-ea25 branch. (No need to enter any access code)
  4. Click OK and wait for the game to update.


I hope this update works well for you and that you are looking forward to the story campaign content that I will be working on next!

/Johan (SteelRaven7)

Attention Modders: EA26 mod compatibility info!

Hey, I'm back with another news post about EA26, let's get right into it!

The EA26 update is now mostly done, and is playable on Ravenfield's beta branch. I originally wanted to release EA26 before leaving on my winter break, but there are still a few issues that I want to tackle before making it available to everyone. I expect EA26 to launch in February.

Also, as I mentioned in my previous post there are unfortunately many compatibility issues with older mods in EA26, most of which are outside my control. To aid with the transition to EA26, I have created a guide for modders on how to update mods to be compatible with EA26, which you can find here!

I have also added an EA26 Compatible tag on the workshop, where mods that are compatible with EA26 can be found. It is up to the modders themselves to verify and mark their mods as compatible with EA26, and you can find a guide on how to do this in the guide posted above. In most cases, it's as easy as downloading the latest mod tools, changing a few asset options and re-uploading the mod.

Other than the mod compatibility issues, EA26 plays pretty well so if you're interested in trying out the improvements to AI and performance, you should definitely switch to the beta branch! Unsure how to switch to the beta branch? Here's how!

By popular demand, I have added a Maps - Mod Tools tag to the workshop. All maps created using the mod tools (IE ones not made using the ingame editor) are available under both the Maps and the Maps - Mod Tools tags. This makes it possible to filter maps based on which tool they were created with. Please make sure you have the latest mod tools installed when uploading a map for it to be tagged correctly!

Finally, I want to wish you all Happy Holidays, I'll see you next year!

/Johan (SteelRaven7)

Ravenfield EA26 Status Report

Hey!

It's been a while since the game last recieved an Early Access update, I just wanted to let everyone know what I'm working on and why it has taken a while!

Game engine update
Since its Steam release in 2017, Ravenfield has run on a now-outdated version of Unity (Unity 5.6). While this engine version has worked fairly well throughout the years, it is no longer officially supported by Unity which leads to compatibility issues with more modern hardware. Also, Unity 5.6 has not been receieving bugfixes since early 2019 which isn't ideal.

In June this year, I experimented with updating the game engine to the latest stable release of Unity, 2020.3. The initial experiments seemed promising and apart from some bugs the game even ran faster than before. That's why I decided to update the game to the 2020.3 engine version for EA26. After I released EA25 I took a few weeks off, and then started working on EA26 in september.

So that's what I've been working on since september, but unfortunately the task of updating from 5.6 to 2020.3 has taken a lot longer than expected due to hundreds of compatibility-related bugs. For the last two weeks or so the game has run pretty well on the new engine version, with the following improvements over EA25:
  • Significantly increased frame rates (Many users have reported an increase of 20-30% or even more!)
  • Major performance improvements to levels made with the ingame map editor.
  • Reduction of frame jitter, making the frame rate more stable.
  • Proper V-sync implementation.
  • This Unity engine version should now fully support the latest graphics card drivers and vice-versa.
  • You can optionally run the game using Vulkan on Windows and Linux.
  • Support for new engine features such as terrain holes, etc.


On top of the benefits from the updated engine version, I've also implemented the following things in the upcoming EA26 update:
  • Multi-threaded mod loading, reducing mod load times.
  • Optimization work for framerates and reduced frame jittering.
  • Improvements to bot movement code, making their movement smoother.
  • Benchmark mode to easily measure game performance.
  • Full Steam Input support


However, there are some inevitable downsides to the engine update in EA26, such as:
  • Dropped compatibility for some old GPU hardware and OS versions. I have updated the minimum requirements on the game's store page accordingly so please check them out if you're concerned about this.
  • Animation compatibility issues affecting some weapon/vehicle mods made in the Unity 5.6 mod tools. This is an issue with the internal game engine which I have no control over :(


When EA26 is officially released, I will set up a compatibility branch for the game running EA25 (and the old engine version). If you're experiencing any issues related to EA26, you will be able to run this compatibility branch instead. Please note that this branch will not be receiving future updates to the game.

Testing the EA26 beta
I'm still working close with the modding community to iron out the last bugs related to the engine upgrade, so I'm not sure exactly when EA26 will be ready, but you can try it out right now by opting into Ravenfield's beta branch by following these steps:
  1. Go to your Steam Library page
  2. Right click Ravenfield -> Properties
  3. Click the Betas tab and select the Beta branch in the dropdown (No need to enter an access code as the beta is publicly available)


Story Campaign status
Unfortunately I haven't had time to implement a working campaign story mission yet. I originally intended to release a story mission from the campaign in EA26, but there just hasn't been enough time to update game engine version and design the story mission for this update, so I'm pushing the mission back to EA27.

It's not all bad news though, I have recently completed the first draft of the Ravenfield campaign story. This means that the overall story is in place and gives me a good overview of what still needs to be added to the game for the story to play out. I plan on working together with a 3d artist and a level designer to speed up the campaign development.


Even though it's taking a while, I hope you're looking forward to the release of EA26 and what's to come after!

/Johan (SteelRaven7)

Patchnotes July 19th and 20th

I've released two patches to the EA25 update. If you're having trouble surviving in the new helicopter, I'd recommend trying the restricted anti-air mutator that is now bundled with the game. The mutator restricts AI ground vehicles and boats from firing at aircraft.

July 19th patch:
- Fixed vehicle first-person head bob weight value not being applied correctly.
- Reduced default vehicle first-person head bob.
- Improvements to follower bot movement which significantly reduces movement jitter, particularly at lower frame rates
- Fixed a bug where bots would sometimes get stuck in place.
- Bots will now follow paths more closely.
- Exposed weapon effectiveness values to Ravenscript
- Added enclosed muffle sound mix option, which will become available in the tools pack later.
- Added target tracker lock on to empty vehicle option, which will become available in the tools pack later.
- Fixed a bug where bots would sometimes get stuck when trying to re-enter a transport vehicle.

July 20th patch:
- Added Restrict Anti-Air mutator which restricts AI from using car/boat weapons against aircraft.
- Exposed seat.weapons and seat.activeWeapon to Ravenscript
- Exposed GameEvents.onVehicleSpawn to Ravenscript
- Exposed GameEvents.onTurretActivated to Ravenscript

/Johan (SteelRaven7)

Attack Heli Update - Early Access Build 25

Heyyy, it's time for another Ravenfield EA build update!



EA25 overhauls the attack helicopter with a new look and new weapons. On top of a 24-round rocket pod the helicopter now packs 4 long-range laser-guided missiles that are ready to take out those enemy tanks! The missiles will automatically track laser target crosshair at the center of your screen, even while in-flight. Additionally, by holding right click and looking around you can move the laser target to track any point you look at. While this system will not automatically track vehicles for you, you can still use it to manually track and take out targets which is particularly effective at long ranges. Also, countermeasures will not cause the missile to loose track so fire away!



Bot movement has received some major improvements, in particular in CQC areas. Bots will now slow down when turning corners and, in close quarters, lean and clear corners. This results in slower but more tactical gameplay on small maps.



EA25 also has some code optimization which targets frame stutters in particular. Hopefully this should result in the game running more smoothly with less frame hiccups.

Full change log:
¨
Helicopter changes:
- Updated attack helicopter model
- The attack helicopter rocket pods now hold 24 rockets, but has a slightly reduced fire rate and direct-hit damage. The rockets still have quite strong splash damage, making them very useful against infantry or low-armor vehicles.
- Added laser-guided missiles, which have high direct-hit damage but low splash damage. These missiles are very effective against armored targets such as tanks and APCs. It's also possible to hit aircraft with a bit of practice!
- Added laser-guided target tracking system. When using a laser-guided missile, the missile will automatically target the center of your crosshair. By holding right click you can look around as the pilot, which allows you to move the laser target crosshair. Laser-guided weapons will not lock on directly to enemy vehicles, but you can still track them by moving the laser target while the missile is in-flight. By tapping right click, you can reset the laser target crosshair to the center of your screen.
- The laser-guided missiles can only be fired when the laser target is within a target circle. This prevents you from firing at targets to the side of or behind the helicopter.
- Added auto-hover feature that is available on all helicopters. When auto-hover is enabled (default key E) the helicopter will automatically level out and keep altitude. This is very useful when setting the laser target for your missiles.
- Updated the helicopter HUD to be slimmer and more readable and added more information.

Improved helicopter flight model:
- Added ground effect, which gives some extra thrust when close to the ground. This makes it easier to recover when you're about to crash into the ground.
- The official helicopters now have directional drag forces. This allows the helicopters to travel significantly faster when pointing into the relative air-flow.

Bot improvements:
- Bots will now handle corners better by slowing down and aiming towards their next destination.
- In CQC zones, bots will slow down a lot and lean when turning a corner.
- Improvements to where bots look when they aren't targeting an enemy.
- Bots no longer play the mantling animation when walking up slopes. They still play the animation when climbing over low walls, however.

Gameplay changes:
- Added muzzle flash light effect on non-suppressed weapons.
- Muzzle flash light effect intensity can be decreased or disabled entirely in the options menu.
- Explosions now also trigger a light effect.
- Added smoothing system to bot movement, making them less jittery when walking over uneven terrain.
- All explosion effects now use the new smoke particles.
- Optimized several explosion effects, reducing the overall particle count about 70-80%
- It's no longer possible to enter a vehicle if there are passengers of the enemy team already inside.
- Fixed an issue where the ragdoll stand up animation would sometimes play when in water.
- Added a terrain fallback material that is used when the terrain material fails to load (which would result in a pink error material).
- Added occlusion map to new attack helicopter and bomber.
- Vehicle first person and third person cameras now have slight acceleration-based head bob.
- Fixed a bug where plane rocket thruster effect would not be disabled on explosion.
- All vehicle weapons will now auto-reload when empty.
- The official airplane and attack helicopter HUDs will now be automatically dimmed on night levels.
- The official airplane and attack helicopter HUDs now use a monospace font with additive blending on HUD elements.
- Slightly reduced attack plane machine gun damage.
- Slightly reduced attack plane and bomber health
- Slightly reduced AA damage
- Wrench is now automatic (Spamming the fire button really made my fingers hurt after repairing the helicopter for the 100th time lol)
- Fixed a bug where joystick binds would not save correctly.
- Improved audio mixing when inside enclosed vehicles.
- When using third person in enclosed vehicles, the audio mix will now update accordingly.

Optimization:
- Refactored the capture point take-over system so it should run faster by using RAM more efficiently.
- Each frame, the capture status of one capture point is evaluated. This makes the evaluation happen more often, but evenly spreads out the work over each frame. This should result in reduced frame stutter.
- Added an AI tick scheduling system which automatically spreads out AI work across frames. This should result in reduced frame stutter. The AI scheduling system targets 5 updates per second for each bot.
- The AI tick scheduling system will automatically throttle the AI workload when the game runs at low framerates. This makes AI react slightly slower but should prevent massive framerate drops. When running at normal framerates (>60 fps) with a normal bot count, the AI workload is never throttled, so bots will remain alert.
- Optimized car wheel physics by precomputing transformation data.
- Optimized projectile hitreg code by removing some unnecessary calculations.

Modding changes:
- Fixed an issue where custom turrets would not load in test content mode.
- Navmesh generation scene camera now renders skybox and has an attached audio listener.
- Made Weapon.OnFire() consumable, which cancels the shot.
- Exposed Seat.cameraType to RS
- Exposed ActorWalkable layer mask to RS


Story campaign progress

Last month I announced my plans for Ravenfield's story campaign. While I don't have anything playable in this update, I want to share some of the progress I've made so far. Please note that these features are still in development and are not yet available to modders!

- Added actor triggers with configurable shape



These triggers are intended to be used in story missions to trigger events such as attack orders, dialog, sound effects and more! It's possible to configure the trigger volulme shape, which is useful for creating triggers in complex areas. As a bonus, it's now possible to use these triggers as the capture volume for flags! This is currently only used in the east bunker capture point on the citadel map, seen in the image above.

The volume triggers will also be exposed to Ravenscript, allowing modders to easily check which actors are inside, etc.

- Added waypoint system



The waypoint system allows modders to set up premade waypoints for their missions, which gives full control over the movement of squads of bots while the game is being played. Bots will follow a predefined path, and the system allows bots to synchronize movement with each other while also being able to trigger animations and stance changes.

I think this system could be very useful not only for controlling bot movement in missions, but also for creating custom cinematics in an easy-to-use way. It will definitely be exciting to see what modders will come up with once this system is ready!


Finally, I've been investigating the possibility of updating Ravenfield to run on a newer version of the Unity engine, 2020.3. While I'm still working on getting the game to run stably on the new engine version, the results so far look very promising with improved performance and stability. Transitioning to a new engine version will inevitably break some mods, but I plan on working closely with the modding community to mitigate this as much as possible. I'll have more information about this at a later date.

I hope you'll enjoy this update!

/Johan (SteelRaven7)