1. Cepheus Protocol
  2. News
  3. Patch Notes - August Update (0.7.49): Part 2 of 2

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]


    -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!