Update is Live!
Fornax Release Notes
- Engine Upgrade 4.25
- Updated Vivox VC Plugin Version
- Improved Progress Reporting
- In-Game Loadout Hotswapping
- Kingsguard SMG Implemented
- Leaderboard level-up phase II
- Razer Chroma integration
- New impact animations
- Expanded 'The Ring' Dominion map
- Refactored End Match Sequence
- Improved ragdoll physics
- Improved weapon responsiveness
- Weapons Balanced ADS
- Weapons Balanced Recoil
- Weapons Full Audio Pass
- Weapons Full Balance Pass
- Improvements to Third Person Sprint Animations
- Improvements to ONSLAUGHT (Attack/Defend) Mode
- Improvements to ship camera movement
- Improvements to Objective Indicators
- Map Boundary Alert System
- Player nameplate consistency between Ship/FPS
- Early look at new HUD in progress
- Ship projectile impact VFX work
- Emplacement Turrets: Increased range, speed, pitch, added impact decals, adjusted collision properties on warp gate warp-in volume to prevent turret fire from colliding with it
- Fixed an issue with a Font not referencing its Font Asset and thus causing it to appear malformed
- Fixed an issue where Slate code for the ObjectiveManager DetailsCustomization was referencing an old font that doesnt exist anymore in 4.25.3
- Fixed an issue where ImpactEffects for Ship Projectiles would spawn at World Origin in the Projectile did not hit anything and instead "aged out"
- Fixed an issue where a crash would occur when polling the status of the server Fleet
- Fixed a crash when joining a match that was returned by the MatchMaking Request
- Fixed a crash caused by ShipWeapons not swapping in/out correctly
- Fixed an issue where Grenades would collide with the Pawn that threw them causing it to prematurely explode.
- Fixed bad LOD material assignment
- Turned off pawn collision on "Plane" element to prevent blocking avatars
- Fixed access none errors on the FPSHUD Widget that was causing log spam
- Turned on impact FX for new rock pieces
- Turned off Projectile Overlap collision property - was blocking ship projectiles
- Added function that returns a boolean value depending on whether the Client has made changes to the Loadouts that havent been confirmed by the Server, this can prevent the UI from allowing the Player to spawn when the Server and Client are out of sync with their PlayerData.
- The LoadoutCustomizationComponent is attached to the PlayerController and currently only available when playing a Match
- PlaceableShieldWall sound fix
- Added multi UV vert paint to asteroid material, lighting polish, updated lightmaps (The Ring)
- Filled holes in bridge, updated lightmaps (Outpost)
- Visual/collision bug fixes
- Fixed an issue with the Killfeed not showing Notifications that occur to close together
- Fixed an issue with Hit Indicators not pointing to the correct location onscreen
- Added a new property to the FPS Weapons to allow for more flexibility with the Animation Graph and
the different Poses that individual Weapons will need to use
- Fixed gap between wall panels (Cap ship interior), updated lightmaps
- Disabled Garbage Collection calls in Notification Widgets to try and address a hitch occurring on the Client
- Setup Beam Emitters for the Placeable Repair Nodes for both Avatars and Ships where the Beams will attach to Units being Healed by the Repair Node
- Fixed an issue with the HitIndicator not correctly showing the location of the Instigator Pawn for Ship Projectiles
- Fixed an issue where a Player that was talking during VoiceChat that changed Team would have their VoiceChat icon remain onscreen for other Players indefinitely
- Fixed an issue where Damage Indicators would appear through geometry. Potentially giving away the location of enemies.
- Fixed an issue where ShipWeapon Charging sounds were not attached to the Ship and instead would remain at the location where Charging began
- Fixed an issue where Avatars could Tranfer to Ships while commandeering Turret Emplacement
- Fixed an issue where the FPS Weapons were not attaching their underlying root component to the Pawn that Owns them, causing distance based NetRelevancy issues that had further consequences for Remote Clients and the Third Person Weapon.
- Potential fix for an issue with RelativeHitLocation not be correct when replicating the LastHitInfo
- Upped gamma in Onslaught, multiplied avatar base albedo (character visibility)
- Added a `MaximumDrawDistance` property to the ActorDetails Component to help with visibility over long distances as they were spamming the screen a lot. Also fixes a issue with seeing Enemies through walls
- Fixed an issue where Placeable Turrets were not using the correct Object Channel when searching for Targets, causing them to not work at all
- Fixed some errors associated with adding Notifications to the screen multiple times
- Fixed some access none errors when attempting to add some Widgets to the screen
- Added missing call to Super on the GameInstance::Shutdown method.
- Update Objective Notification, Size, Text clarification
- Added in Weapon Switch verification on the Server for the Client to try and address an edge case issue where sometimes Clients would not successfully switch into a valid Weapon when spawning.
- Adjustments to KG SMG, KG Rifle, and KG Revolver fire animations
- Disabled Ranked Team Balancing for the Onslaught Gamemode to try and address an issue where Teams become uneven when switching to this Mode
- Introduced a more comprehensive RoundEndingState property and event pairing to ensure that we can manage to pass round ending information to Clients at the correct times without having to wait for multiple replication stages. This small overhaul has been done to address further replication race conditions on the Victory/Defeat Widget at the end of a Round where some Players were getting inconsistent results
- Removed the old EndMatch Widget as its been replaced fully by the Victory/Defeat Widget.
- Engine Upgrade 4.25
- Updated Vivox VC Plugin Version
- Improved Progress Reporting
- In-Game Loadout Hotswapping
- Kingsguard SMG Implemented
- Leaderboard level-up phase II
- Razer Chroma integration
- New impact animations
- Expanded 'The Ring' Dominion map
- Refactored End Match Sequence
- Improved ragdoll physics
- Improved weapon responsiveness
- Weapons Balanced ADS
- Weapons Balanced Recoil
- Weapons Full Audio Pass
- Weapons Full Balance Pass
- Improvements to Third Person Sprint Animations
- Improvements to ONSLAUGHT (Attack/Defend) Mode
- Improvements to ship camera movement
- Improvements to Objective Indicators
- Map Boundary Alert System
- Player nameplate consistency between Ship/FPS
- Early look at new HUD in progress
- Ship projectile impact VFX work
- Emplacement Turrets: Increased range, speed, pitch, added impact decals, adjusted collision properties on warp gate warp-in volume to prevent turret fire from colliding with it
- Fixed an issue with a Font not referencing its Font Asset and thus causing it to appear malformed
- Fixed an issue where Slate code for the ObjectiveManager DetailsCustomization was referencing an old font that doesnt exist anymore in 4.25.3
- Fixed an issue where ImpactEffects for Ship Projectiles would spawn at World Origin in the Projectile did not hit anything and instead "aged out"
- Fixed an issue where a crash would occur when polling the status of the server Fleet
- Fixed a crash when joining a match that was returned by the MatchMaking Request
- Fixed a crash caused by ShipWeapons not swapping in/out correctly
- Fixed an issue where Grenades would collide with the Pawn that threw them causing it to prematurely explode.
- Fixed bad LOD material assignment
- Turned off pawn collision on "Plane" element to prevent blocking avatars
- Fixed access none errors on the FPSHUD Widget that was causing log spam
- Turned on impact FX for new rock pieces
- Turned off Projectile Overlap collision property - was blocking ship projectiles
- Added function that returns a boolean value depending on whether the Client has made changes to the Loadouts that havent been confirmed by the Server, this can prevent the UI from allowing the Player to spawn when the Server and Client are out of sync with their PlayerData.
- The LoadoutCustomizationComponent is attached to the PlayerController and currently only available when playing a Match
- PlaceableShieldWall sound fix
- Added multi UV vert paint to asteroid material, lighting polish, updated lightmaps (The Ring)
- Filled holes in bridge, updated lightmaps (Outpost)
- Visual/collision bug fixes
- Fixed an issue with the Killfeed not showing Notifications that occur to close together
- Fixed an issue with Hit Indicators not pointing to the correct location onscreen
- Added a new property to the FPS Weapons to allow for more flexibility with the Animation Graph and
the different Poses that individual Weapons will need to use
- Fixed gap between wall panels (Cap ship interior), updated lightmaps
- Disabled Garbage Collection calls in Notification Widgets to try and address a hitch occurring on the Client
- Setup Beam Emitters for the Placeable Repair Nodes for both Avatars and Ships where the Beams will attach to Units being Healed by the Repair Node
- Fixed an issue with the HitIndicator not correctly showing the location of the Instigator Pawn for Ship Projectiles
- Fixed an issue where a Player that was talking during VoiceChat that changed Team would have their VoiceChat icon remain onscreen for other Players indefinitely
- Fixed an issue where Damage Indicators would appear through geometry. Potentially giving away the location of enemies.
- Fixed an issue where ShipWeapon Charging sounds were not attached to the Ship and instead would remain at the location where Charging began
- Fixed an issue where Avatars could Tranfer to Ships while commandeering Turret Emplacement
- Fixed an issue where the FPS Weapons were not attaching their underlying root component to the Pawn that Owns them, causing distance based NetRelevancy issues that had further consequences for Remote Clients and the Third Person Weapon.
- Potential fix for an issue with RelativeHitLocation not be correct when replicating the LastHitInfo
- Upped gamma in Onslaught, multiplied avatar base albedo (character visibility)
- Added a `MaximumDrawDistance` property to the ActorDetails Component to help with visibility over long distances as they were spamming the screen a lot. Also fixes a issue with seeing Enemies through walls
- Fixed an issue where Placeable Turrets were not using the correct Object Channel when searching for Targets, causing them to not work at all
- Fixed some errors associated with adding Notifications to the screen multiple times
- Fixed some access none errors when attempting to add some Widgets to the screen
- Added missing call to Super on the GameInstance::Shutdown method.
- Update Objective Notification, Size, Text clarification
- Added in Weapon Switch verification on the Server for the Client to try and address an edge case issue where sometimes Clients would not successfully switch into a valid Weapon when spawning.
- Adjustments to KG SMG, KG Rifle, and KG Revolver fire animations
- Disabled Ranked Team Balancing for the Onslaught Gamemode to try and address an issue where Teams become uneven when switching to this Mode
- Introduced a more comprehensive RoundEndingState property and event pairing to ensure that we can manage to pass round ending information to Clients at the correct times without having to wait for multiple replication stages. This small overhaul has been done to address further replication race conditions on the Victory/Defeat Widget at the end of a Round where some Players were getting inconsistent results
- Removed the old EndMatch Widget as its been replaced fully by the Victory/Defeat Widget.