Update 0.36.2
[h3]Content[/h3]
[h3]Features and improvements[/h3]
[h3]Bug fixes[/h3]
[h3]Next update[/h3]
I'm going to continue the biweekly update schedule (+- a few days). The next update will contain more requested features for the scripting system and new content.
- Added new hats: bearskin cap, shako, peaked cap
- Added a black sticky note
- Added LED matrix objects (1x1, 2x2, 3x3, 4x4, 5x5, 10x10) with adjustable RGB pixels by the scripting system
[h3]Features and improvements[/h3]
- Ground vehicle controls
- Players can now control tanks and other ground vehicles (ONLY allied ground vehicles, NOT static object vehicles or enemy vehicles)
- Seats in the vehicle can be switched to take control of the scout or gunner, while the AI continues to drive the vehicle
- Players can now control tanks and other ground vehicles (ONLY allied ground vehicles, NOT static object vehicles or enemy vehicles)
- Improved player siege weapon controls:
- Hitmarker for siege projectiles
- Aim up/down with supported siege weapons
- Preview arc instead of point
- Change distance with mouse movement instead of keyboard input
- Hitmarker for siege projectiles
- Skill slider does now affect siege weapon accuracy and reload speed
- Melee units will now attack siege weapons more reliably
- Animal AI improvements
- Horses will now attack more reliably
- Fixed various problems which caused horses to not move at all and melee units to not attack horses
- Elephants will now try to stomp on units below them
- Horses will now attack more reliably
- Added support for ranged animal units
- Water looks less blue now
- Performance improvements
- Fixed long navigation generation loading freezes on certain maps
- Improved modular building placement performance on maps with many building parts
- Reduced RAM usage while playing a battle
- Fixed a lot of reasons for lag spikes while playing to provide a smoother experience
- Fixed long navigation generation loading freezes on certain maps
- Scripting features (added scripting nodes)
- Get which weapon the player is holding
- Get primary, secondary, ... weapon of the player
- Get support equipment and shield of the player
- OnFire, OnPoison event nodes
- Comment node to describe sections of a script
- Get right direction vector of a unit
- Get squad units
- Add squad members
- Remove squad members
- 2 dimensional array input and related functions
- Array input elements can now be set while the script is running (SetElement node)
- Increased max array size to 100
- Array nodes can be collapsed to hide the indiviudal elements
- Perlin noise node
- Color input and related functions (Split, Merge, Lerp)
- Interaction raycast node to get the world position where the player is looking
- IsInTrigger node to test if a position is inside of a trigger
- Get which weapon the player is holding
- Improved script compilation speed
[h3]Bug fixes[/h3]
- Fixed EndDialog node functionality
- Fixed that teleporting units in wander mode would break their AI
- Fixed Dialog::Answer event reference selection
- Fixed wrong input types for some cast nodes
- Fixed that short weapons could destroy shield backpack from the inside
- Fixed foundation stair placement for old prefabs
- Fixed a bug that caused the load/save UI to move off the screen
- Fixed missing water reflections option
- Fixed the selection of units with dialogs for scripting nodes
- Fixed duplication of stacked paper-like objects (however, it's not recommended to stack paper for performance reasons)
- Fixed UI problems with the ControlUnit scripting node
- Fixed a loading UI bug while loading scripts
- Fixed that destroyed vehicles couldnt be placed on objects
- Fixed that scripting arrays larger than 20 elements would not be saved correctly
- Fixed that renaming a scripting variable would not update already placed node names
- Fixed that some kind of kills didnt trigger the OnDeath scripting event
- Fixed that units from spawners did not throw their grenades
- Fixed a bug that caused the player's legs to be rendered in front of everything
- Fixed reloading animation of muskets and flintlock pistols
[h3]Next update[/h3]
I'm going to continue the biweekly update schedule (+- a few days). The next update will contain more requested features for the scripting system and new content.