Patch Notes - August Update (0.7.49): Part 2 of 2
[h2]Cepheus Protocol AMA/Showcase[/h2]
We actually broke the steam character limit Part 1 one 2.
[h2] Patch Notes August Update (0.7.49)[/h2]
Until next time, good luck in Treasure Island!
We actually broke the steam character limit Part 1 one 2.
[h2] Patch Notes August Update (0.7.49)[/h2]
-Skipped the 'pre-tick' for our vehicle movement component (since it's not needed)
-Experimented w/ JLTV physics some more: got something promising with 'velocity transfer' from character movement to vehicle movement faker
- Further optimized high impact buildings and lowered poly-counts
-Updated construction radius for CERC to be 10% wider (to try to stop engineers getting 'stuck' in it)
vehicle engines logic
-Hooked up Tyler's turn animations:
=They play when player units need to turn 'far enough' to warrant
="OrientRotationToMovement" change calls now filtered through a new function that handles setting that value properly (to ensure sprinting doesn't break the turn anims)
=Turn anims also have some safeties for not breaking medic anims/deploy gun
=They also play at 1.5x speed, to be competitive against regular turning
-Checked vehicle audio: made a minor change to stop the audio update loop from starting if the vehicle has no sound assigned
-Turn anims updated and play rate to 1.25
More guns for the turn anims retooled
-Updated Base_Character with a 'GetRandomMontage' function for picking a montage from an array of montages
=And updated their melee attacks to use this rather than the old 'GetRandomMeleeMontage', which only looked at specific array
-Swapped rotate animations to be held in the weaponry blueprints better animation turns
-Hooked up basic versions for each weapon
-Fix to weapons in old saves having too-expensive ammo refill costs
-Added a safety to UpdateOrientRotationToMovement (was accessing GetCharacterMovement() without checking if it's non-null)
-slow motion sfx pitch effect change
Until next time, good luck in Treasure Island!