Patch Notes - July 16 (0.7.41) New Island Changes Live, Dozens of Bug fixes
[h2]July 16 Patch Notes (0.7.41)[/h2]
You'll find treasure island a lot less hospitable going ahead after this update especially in directors cut...
Patch Notes:
- Horde Attack V2 implemented
- Various Landscape adjustments to improve path finding
- Negative Cover introduced into various zones across the map
-Lowered tree fade distance.
-Certain trees and foliages were adjusted as their Density was to extreme
-HLODS were updated for new zones
-Setup starting time to be 9:00 AM instead of 7:00 AM
-Updated the logic for the 'Select All button':
-No longer says 'Deselect All' if more than zero units in the current tab are selected (requires, instead, all members in the current tab to be selected in order to display that)
-No longer says 'Deselect All' if there are no units in the current
-Fixed the M107's "mag out" referring directly to a soundwave rather than the attenuated sound cue
-Restored DP12's play rate to 1.0 for its reload
-Removed the reload sounds from the Weapon class (since their montages now handle such cues)
-Fixed the imperceptible pivot offset Myles introduced (at my request, to try to fix an issue) on the plot helicopter
-Worked w/ Dimitry to replace old SkyCrane with new
-Hooked up new AnimBP and socket position on the new SkyCrane, too
-Worked w/ Dimitry and Juniardi for some stuff
-Wallbuilder:
-Disabled tick (didn't need it)
-Changed update rate to 24FPS (instead of 12 FPS)
-Hooked up landscaping collision logic to it (both before+after setting down, and before+after length collision check, so it accurately will display which trees are hidden, and which ones it can't reach if it's blocked by a lack of ownership on the territory or a collision between set-down point and mouse point)
-Hooked up landscaping collision logic to individual walls and towers
-Updated the new landscaping trees to no longer block nav on their mesh, and not build nav underneath themselves (to let their nav collision sphere handle that)
-Hid the nav sphere from rendering in editor (to try to stop it from contributing to in-editor lag)
-Fixed NavModifiers 321 and 324 in the Master causing some shenanigans in Grid 9
-new minimap 2K
-Added a 'large mode' minimap close button at the top right of the 'large minimap' (instead of scaling+moving the regular minimap close button at the bottom left)
-Found the bug with the car alarm widget (both 'on' and 'off' calls to the Car Alarm Widget's "Show" call resulted in Visible)
-Spec Ops mesh updates
-Remade the PlotHelicopter as 'SkyCrane:
-No pawn-reliance
-New customizable stats
-Smarter logic allowing it to rotate+lower itself as it approaches the target
-Remade the BP and the Littlebird BP using this one
-Deleted the old PlotHelicopter+Littlebird (including C++)
-Hooked up new minimap from Juniardi
-Updated the MinimapInfo actor to contain 'background filler tint'
-Updated HUDWidget to apply the MinimapInfo's 'background filler tint' to the panning background
-Updated the Master's 'background filler tint' on its MinimapInfo to match the new minimap from Juniardi
- Winters mesh updates
-Updated the Rally Point updating logic to allow setting a rally point outside of the player's territory
-Also updated the Rally Point setting to have a minor 'movement animation', and play a dust anim on the anim completing
-Updated building Rally Points to actually save+load (my bad!)
-Updated the Rally Points to not constrain to the 'base volume' anymore (old logic)
-Got rid of the old plot helicopter again (somehow got readded?)
-Adjusted some spawn pod locations in the SpawnNodes map to try to stop some 'chokepoints' (especially one in Grid3TV, aka Frontier Station)
-Updated soldier training to be read, saved, and loaded (i.e. if you have a training queue in a barracks or the CERC, they'll save+load)
-Also fixed the training queue in the CERC to properly display if selected after viewing a Barracks
-Made some more bounty spawn locations, and resolved deleted bounty spawn location references
-Imported Juniardi's new master minimap
-Also set up a 'lock POI' in the locked area (via BeginPlay in the Master)
Adding destroyed wall variants and new corner post.
Removed tessellation from character master material.
-Hooked up the Chainsaw call in button from Juniardi
-Hooked up Juniardi's animated landscaping and repair cursors
Fixed the minimap legend widget not appearing
Adding new Scaffolding for wall construction.
Cleaned out old wall meshes.
Updated Wall LOD's.
-Fixed loading of characters not properly loading the mesh that matches their gender (all were loading the male mesh)
Fixed trees using the wrong mesh.
Re-enabled tree shadows.
-Major Team-selection combobox update (i.e. the unit 'namebox' on their team panel):
-The combobox now uses 'child widgets' instead of simple text for its entries (these widgets can only receive a string argument, though, given how UE4 made them)
-The widgetry related to the Team Panel now take various stats about the soldier, translate them into string, and create the child widgetry
-The child widgetry then 'decodes' the string and displays team affiliation and class in the dropdown
-Additionally, new safeties are added to allow swapping two units between teams safely, and even two units that share the same name
-Further, the widget properly scales, so if a unit has an unusually long name, it'll still work
-Used a white version of the teammate panel background so that I can tint it dynamically to orange as needed
-Also updated comboboxes used elsewhere that used that same image to this new style
-Fixed the ammoboxes from the Auto-reload upgrade for turrets 'moving' with the turret mount
-Updated hovertips for the turrets to note that they require power, and that generators only support up to three turrets.
-Updated the hovertip for the Command Center to have its 'REQUIRES POWER' note be all-caps
-Updated style setting and styles of the Team Panel name box to be full orange (rather than having the name border be black) via new event dispatcher
-Worked w/ Juniardi to get the horde mode button (for main menu) in
-Cleaned up all instances of SafeDestroy (and SafeDestroyPtr) I could find
-Updated the GameState's "BuildingManager" to actually store references to buildings (registers SetBuildingType on the building, and on their destruction deregisters)
-Updated the 'set has tent' logic to be handled by the BuildingManager
-Fixed the building repair actor spawning even if the building died (this caused 'phantom' repair points, and for the CERC building, prevented construction of another CERC!)
-Hooked up new 'loaded' functions for 'hooking in' existing logic to run when appropriate classes finish their Construct/BeginPlay:
-For the HUD
-For when the HUD initializes the Away Team
-For when Winter runs BeginPlay
-Used the new HUD Loaded function to, if we're loading a save game, call the Horde Activity animation (rather than delays)
-Used the above few new 'loaded' functions to alter when the Away Team gets set up (and thus when LateLoad gets called)
-Added a few more safeties to the Command Widget to support being loaded earlier
-Updated SetupAwayTeam a little bit to not run if it already ran, and to have less of a delay between retries
-SetupAwayTeam is no longer called from the PC BP, but from the PC C++ when HUD, Winter, AND Away Team Widgetry are loaded
-Fixed the CarpetBombZone not having a properly set root component
Sniper class added
LOD update
Displacement maps deleted
-Fixed a crash with foot effect spawning (line 821 in Base_Character.cpp)
-Fixed a serious bug with a 'loaded clickactor' viewing its owner as the PC, and thus destroying it if the player manually clears it
-Added new 'loading hook' related logic for loading saved bounties
-Fixed CERC 'repair actor' disabling the 'has tent' value in the BuildingManager on being removed
Winters hair fix so its not metal and shinny
Engi anims updated for the new model
-Cleaned up the Training Queue widget referencing the old class images
-Removed the old class images
-Fixed redirectors throughout the project (saw a few things 'break' due to old redirectors that messed up, so ran this)
-Updated 'soldier previews' to respect slomo (so they'll disappear more quickly if you're in slo-motion)
-Updated collision type for TUGs detection to no longer block mouse, repair orders, etc.
-Improved 'endpoints' for player walls, so infected would have an easier time hitting them
-Fixed TUGs having a 'turret stand' in its construction preview
-Added another 'nav obstacle' to CERC previews (so units won't think they can walk through the 'back part' of the CERC construction previews)
-Added cursor 'preloading' to the PlayerController BP (so no 'lag' will occur midgame when a new cursor is used)
-Added a 'preview radius' to the ammobox drop so you can see how close you'll need to be to pick up ammo from it
-Added some adjustments to gate navigation to make it less likely for units to 'get caught' on the edges of the gate doors when the gate is open
-Reduced 'back splatter' blood decal size
-Greatly enhanced landmines:
-Boosted explosion effect size
-Boosted explosion radius to 1000 (from 370)
-Boosted fuse to 2.5 (from .1): it waits before exploding, to 'get more infected' rather than exploding as soon as something enters radius
-Now 'bounces' up and spins before exploding
-Light turns red when something enters its radius
-New explosion 'fuse cutoff' logic allowing the mine to reset its fuse if an ally enters proximity before it bounces, or if all valid targets leave before the bounce
-Landmines now have a 'preview radius' when setting it down, and this preview radius will appear around existing landmines/landmine construction spots when trying to build things
-Adjusted the naval base size 'construction area' down quite a bit(since the player can now control territory)
Ground work for the blowback carry off scene set up some, still need to animate infected once length is determened
swapped out Birch_01BP with birch_d_spring_IMP for optimization
Landscape adjustments, turned channels 0-3 on in the landscape
Grid 3 WIP level, pier walkways and new pier building blockouts for police base.
-Adjusted nodes and command posts (trucks, pod locations etc.) in Grids 7-10 to be in more strategic locations given the new landscape
-Adjusted a few trees in Grid 7, too, near the new Villa location
-Got rid of superfluous spawn pods in Grid 10 and 9 (some folks had copied them unintentionally, looks like)
-Wallbuilder progress
-Swapped out tower (and tower construction mesh) for new ones from Dimitry
-Updated wallbuilder to respect new tower size
-Wallbuilder progress:
-Updated 'grace' on wallbuilder trace so you can build 'further in' to things
-Updated offsets on wallbuilder previews to be less awkward with the new setup
-Updated wall 'construction scaffolding' to the new one Dimitry made
NOTE: Repair/interaction points for towers are a bit messed up: didn't think it wise to keep trying to fix it for now due to so much on the plate
Adding destroyed wall corner piece variant.
-Walls
-Started on rubble update
-Fixed landscaping size for wallbuilder+new corners
-Hooked up destroyed meshes for later use
-Rubble update for walls:
-Wall towers are now much smaller, and have half health (so spamming them won't act as a suitable subtitute to the real deal)
-Wall construction+landscaping adjusted to match (can build walls closer to one another now)
-Walls that hit zero health are no longer destroyed, but instead turn into repairable rubble
-Saving/loading added for rubble state
-Infected won't attack rubble
-Units can move through rubble
-Highlighting a rubble piece while engineer(s) selected will show repair preview
-Updated the Game Over widget buttons to not be focusable
Landscape update, nav blockers update, gated community WIP
-Fixed an issue with the Pandemic Screen caused by hitting 'ESC' while on the difficulty selection popup (added a tiny delay to letting the logic 'run through': may not be the most elegant solution, but it works)
-Also updated the difficulty/tutorial popup to get closed by hitting ESC instead of going back to the main menu in one button press
-Added some padding to the 'Close News' button so it wouldn't get 'chopped off' at the top
-Fixed a spawn pod in Grid 5 being 'in the wall' (someone had swapped out preview indicator mesh for an unused and untextured 'in-wall' mesh, making it blend in, but when the pod actually spawns, it's the real deal that gets stuck in the wall)
-Improved regular wall nav modification
-Also made wall 'repair points' not have nav modification as well
-Implemented basic 'attack wall' logic:
-Regular infected will now 'snap to' a wall that they're attacking
-If a wall has too many infected hitting it from one side, other infected will be much more likely to go elsewhere
-Regular infected won't be dissuaded from attacking a wall once they start hitting it until either they die or the wall does (doesn't apply to corners)
-Committed Juniardi's new tower button
-Resolved some references
-Polished the new wall attack logic some more (fixed some issues w/ rotation)
-Propagated the new wall attack logic to sandbags+barbed wire
-Fixed the Engineer recruit popup to say they spawn with DP-12 (instead of M1014)
-Fixed 'formation group saving' failing if selection consists completely and solely of an entire away team
-Fixed Spec Ops icon not properly showing in team name selection dropdown
-Finished up the basic Horde Sphere:
-Now properly 'jumps around' should its carrier die
-Orders 'catch up' movement to be towards the direction of travel of the sphere-carrier, rather than his current position (so those outside the sphere are more likely to catch up more effectively)
-Implemented into the HordeController for use for movement orders
-Disappates when Horde activity ends (remaining stragglers will then be ordered to move as individuals, rather than in their sphere, so when Horde Activity is gone the horde difficulty goes down)
-Slightly increased Horde Timeout time in the Master from 250 to 275 (due to travel times between locations)
Result: Infected will, during hordes, be more 'gathered together' more often, making single-file attacks considerably less common (unless the horde attack has concluded, in which case stragglers will revert to this behavior)
-Made the Sniper/Heavy range indicators, bullet tracers, and muzzle flashes visible in Thermal Vision
(range indicators barely show, however, due to their actual mesh being tiny: may need something else to make them stand out while in thermal)
-Added 'deeper' wall nav to the various wall nav types (including gate nav blockers), so navigation will hopefully be more reliable if a wall is 'built over' hilly terrain
Added depth check to Thermals. (Units no longer visible through obstacles)
-Imported Juniardi's new soldier portraits
-Added a longer delay until the 'loading game' bools are set to false
-Lowered Assault price to 2K (from 3.5K)
-Lowered Heavy soldier price to 6K (from 8K)
-Added a safety to landscape overlap actors should they fail to spawn an overlap
adjustment to pier catwalks
-Small speculative crash fix for AI Spawn Locations (used by civvies, I think)
Landscape, nav blocker removal (WIP), roads flattened
Grid 3 color randomizing material for buildings added.
-Thermal vision 'visibility' progress on deploy gun indicators
-Fixed up thermal vision display on the DeployGun indicators
-Also made the indicators bigger when displayed thermal vision, since their UI-esque 'glow' doesn't show in thermal
-Fixed two tall 'nav volumes' near Grid 6 Hotels that were causing camera blockage (lowered them down to the ground)
-Improved Phase 2 unlock hovertip to no longer mention spotlights (now available at phase 1) or pillboxes (not allowed right now)
-Fixed a typo in the Master 'tutorial' mission
adjusted resolution to be more like a live preview , adjusted a buggy bool that was causing 3D resolution to not update
fixed some issues with the building material shadows, grid 3 area nav mesh. Made some adjustments to the random color material and added more buildings
gated comunity progress, also landscape fiddling and repainting
-Created basic 'SpitterPack' class:
-Delegates and some BP functions created for easy scripting
-Functions for responding to new members/member death added, to assist with scripting, too
-Hooked in to Spitter death delegate to properly remove members
-Name logic added, to give each pack a unique name and to allow packs to save/load their members (names may also potentially be used for Bounty System later, and/or giving Spitters unique decals/effects based on their pack name, and/or playable infected mode)
-GameState generation of Spitters added (for adding a Spitter to the closest available pack, or adding a Spitter to its requested pack by tag for saving/loading)
-Basic Packname prefixes+titles added, so pack names are semi-cool to start with
-Basic saving/loading added so packs will stay grouped even after saving/loading
-Improved saving/loading of Packs so the Pack itself gets saved/loaded (so if we store other data in there, it'll be able to reload it)
-Restructured some includes and related to avoid circular dependency when setting up this change
-Hooked up Juniardi's new shop/unlock buttons
Moved disapearing bridge to correct level grid10_03, changed out rock type to static mesh type in grid09
Landscape edits, fixed CP point in grid08, added more houses in grid08, fixed up the walls a bit
Gas Tower crash fix hopefully
Adding Spotlight overlap area meshes.
-Hooked up Dimitry's new Spotlight overlap effect
-Fixed Spotlights shining at night even if they're unpowered
Updated building meshes, fixed material color parameter for buildings. Added 2 more buildings and deleted unused materials
-Tweaked M9 up:
-Damage from 10 to 20
-Fire rate to .334 from .5 (3 rounds per second from 2)
Added a base asphalt layer to the marsh bridge mesh.
-New bool for Characters (default as 'false') "bStopAttackMoveIfNoAmmo": while false, units will not start moving again during combat if they run out of ammo during an attack move.
-Created little 'red ammo icon' animations for the Interaction Widget and Team Panel when a unit runs out of reserve ammo
-Adjusted pivot+positioning of the Team Panel's ammo counter to ensure more consistency with its position for weapons that have more ammunition (like LMGs)
-Cleaned up some odd pixels around the Winter avatar
-Added logic to make a unit automatically reload if they refill ammo while being completely empty
-Added new Landscaping to the Infection Towers and Pods:
-Towers and Pods will now clear trees when they spawn. These trees won't grow back.
-Saving+loading enhanced to support this
-Fixed selection circles on walls being scaled w/ the filler walls (resulting in 'squished' circles)
-Fixed it being possible to select the 'construction actor' separate from its owning wall when constructing walls
-Updated the multi-select logic to support the 'build in owned territory' logic:
-Double-clicking on a wall will select other walls (in or near current camera view) that match the type (i.e. level 1 gates? select all level 1 gates)
-Double-click selection will not work on walls under construction, or that are currently destroyed
-Removed collision on DNA pickup mesh (to resolve a potential wallbuilder issue).
-Boosted default RepairRatePerBuilder to 22 (from 15)
-Started on new snappoint logic (got 'SnapFrom' part mostly working, but with a few minor issues that need resolving: not done yet, so it's disabled)
-Fixed the 'engineer sliding' issue if an Engineer's order to call-in a Helicopter-dropped building is canceled partway through
Note: Windows 7 support should return in the next few weeks as Epic Games has certified a fix and once it goes live to Unreal Developers we'll hotfix the game and update the game requirements page!
Important message about your saves: In preparation of the Factions system, you'll start seeing the (currently) untextured area of the map slowly get updated. We will have to wipe save files around late July in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.
Until next time, good luck in Treasure Island!
You'll find treasure island a lot less hospitable going ahead after this update especially in directors cut...
Patch Notes:
- Horde Attack V2 implemented
- Various Landscape adjustments to improve path finding
- Negative Cover introduced into various zones across the map
-Lowered tree fade distance.
-Certain trees and foliages were adjusted as their Density was to extreme
-HLODS were updated for new zones
-Setup starting time to be 9:00 AM instead of 7:00 AM
-Updated the logic for the 'Select All button':
-No longer says 'Deselect All' if more than zero units in the current tab are selected (requires, instead, all members in the current tab to be selected in order to display that)
-No longer says 'Deselect All' if there are no units in the current
-Fixed the M107's "mag out" referring directly to a soundwave rather than the attenuated sound cue
-Restored DP12's play rate to 1.0 for its reload
-Removed the reload sounds from the Weapon class (since their montages now handle such cues)
-Fixed the imperceptible pivot offset Myles introduced (at my request, to try to fix an issue) on the plot helicopter
-Worked w/ Dimitry to replace old SkyCrane with new
-Hooked up new AnimBP and socket position on the new SkyCrane, too
-Worked w/ Dimitry and Juniardi for some stuff
-Wallbuilder:
-Disabled tick (didn't need it)
-Changed update rate to 24FPS (instead of 12 FPS)
-Hooked up landscaping collision logic to it (both before+after setting down, and before+after length collision check, so it accurately will display which trees are hidden, and which ones it can't reach if it's blocked by a lack of ownership on the territory or a collision between set-down point and mouse point)
-Hooked up landscaping collision logic to individual walls and towers
-Updated the new landscaping trees to no longer block nav on their mesh, and not build nav underneath themselves (to let their nav collision sphere handle that)
-Hid the nav sphere from rendering in editor (to try to stop it from contributing to in-editor lag)
-Fixed NavModifiers 321 and 324 in the Master causing some shenanigans in Grid 9
-new minimap 2K
-Added a 'large mode' minimap close button at the top right of the 'large minimap' (instead of scaling+moving the regular minimap close button at the bottom left)
-Found the bug with the car alarm widget (both 'on' and 'off' calls to the Car Alarm Widget's "Show" call resulted in Visible)
-Spec Ops mesh updates
-Remade the PlotHelicopter as 'SkyCrane:
-No pawn-reliance
-New customizable stats
-Smarter logic allowing it to rotate+lower itself as it approaches the target
-Remade the BP and the Littlebird BP using this one
-Deleted the old PlotHelicopter+Littlebird (including C++)
-Hooked up new minimap from Juniardi
-Updated the MinimapInfo actor to contain 'background filler tint'
-Updated HUDWidget to apply the MinimapInfo's 'background filler tint' to the panning background
-Updated the Master's 'background filler tint' on its MinimapInfo to match the new minimap from Juniardi
- Winters mesh updates
-Updated the Rally Point updating logic to allow setting a rally point outside of the player's territory
-Also updated the Rally Point setting to have a minor 'movement animation', and play a dust anim on the anim completing
-Updated building Rally Points to actually save+load (my bad!)
-Updated the Rally Points to not constrain to the 'base volume' anymore (old logic)
-Got rid of the old plot helicopter again (somehow got readded?)
-Adjusted some spawn pod locations in the SpawnNodes map to try to stop some 'chokepoints' (especially one in Grid3TV, aka Frontier Station)
-Updated soldier training to be read, saved, and loaded (i.e. if you have a training queue in a barracks or the CERC, they'll save+load)
-Also fixed the training queue in the CERC to properly display if selected after viewing a Barracks
-Made some more bounty spawn locations, and resolved deleted bounty spawn location references
-Imported Juniardi's new master minimap
-Also set up a 'lock POI' in the locked area (via BeginPlay in the Master)
Adding destroyed wall variants and new corner post.
Removed tessellation from character master material.
-Hooked up the Chainsaw call in button from Juniardi
-Hooked up Juniardi's animated landscaping and repair cursors
Fixed the minimap legend widget not appearing
Adding new Scaffolding for wall construction.
Cleaned out old wall meshes.
Updated Wall LOD's.
-Fixed loading of characters not properly loading the mesh that matches their gender (all were loading the male mesh)
Fixed trees using the wrong mesh.
Re-enabled tree shadows.
-Major Team-selection combobox update (i.e. the unit 'namebox' on their team panel):
-The combobox now uses 'child widgets' instead of simple text for its entries (these widgets can only receive a string argument, though, given how UE4 made them)
-The widgetry related to the Team Panel now take various stats about the soldier, translate them into string, and create the child widgetry
-The child widgetry then 'decodes' the string and displays team affiliation and class in the dropdown
-Additionally, new safeties are added to allow swapping two units between teams safely, and even two units that share the same name
-Further, the widget properly scales, so if a unit has an unusually long name, it'll still work
-Used a white version of the teammate panel background so that I can tint it dynamically to orange as needed
-Also updated comboboxes used elsewhere that used that same image to this new style
-Fixed the ammoboxes from the Auto-reload upgrade for turrets 'moving' with the turret mount
-Updated hovertips for the turrets to note that they require power, and that generators only support up to three turrets.
-Updated the hovertip for the Command Center to have its 'REQUIRES POWER' note be all-caps
-Updated style setting and styles of the Team Panel name box to be full orange (rather than having the name border be black) via new event dispatcher
-Worked w/ Juniardi to get the horde mode button (for main menu) in
-Cleaned up all instances of SafeDestroy (and SafeDestroyPtr) I could find
-Updated the GameState's "BuildingManager" to actually store references to buildings (registers SetBuildingType on the building, and on their destruction deregisters)
-Updated the 'set has tent' logic to be handled by the BuildingManager
-Fixed the building repair actor spawning even if the building died (this caused 'phantom' repair points, and for the CERC building, prevented construction of another CERC!)
-Hooked up new 'loaded' functions for 'hooking in' existing logic to run when appropriate classes finish their Construct/BeginPlay:
-For the HUD
-For when the HUD initializes the Away Team
-For when Winter runs BeginPlay
-Used the new HUD Loaded function to, if we're loading a save game, call the Horde Activity animation (rather than delays)
-Used the above few new 'loaded' functions to alter when the Away Team gets set up (and thus when LateLoad gets called)
-Added a few more safeties to the Command Widget to support being loaded earlier
-Updated SetupAwayTeam a little bit to not run if it already ran, and to have less of a delay between retries
-SetupAwayTeam is no longer called from the PC BP, but from the PC C++ when HUD, Winter, AND Away Team Widgetry are loaded
-Fixed the CarpetBombZone not having a properly set root component
Sniper class added
LOD update
Displacement maps deleted
-Fixed a crash with foot effect spawning (line 821 in Base_Character.cpp)
-Fixed a serious bug with a 'loaded clickactor' viewing its owner as the PC, and thus destroying it if the player manually clears it
-Added new 'loading hook' related logic for loading saved bounties
-Fixed CERC 'repair actor' disabling the 'has tent' value in the BuildingManager on being removed
Winters hair fix so its not metal and shinny
Engi anims updated for the new model
-Cleaned up the Training Queue widget referencing the old class images
-Removed the old class images
-Fixed redirectors throughout the project (saw a few things 'break' due to old redirectors that messed up, so ran this)
-Updated 'soldier previews' to respect slomo (so they'll disappear more quickly if you're in slo-motion)
-Updated collision type for TUGs detection to no longer block mouse, repair orders, etc.
-Improved 'endpoints' for player walls, so infected would have an easier time hitting them
-Fixed TUGs having a 'turret stand' in its construction preview
-Added another 'nav obstacle' to CERC previews (so units won't think they can walk through the 'back part' of the CERC construction previews)
-Added cursor 'preloading' to the PlayerController BP (so no 'lag' will occur midgame when a new cursor is used)
-Added a 'preview radius' to the ammobox drop so you can see how close you'll need to be to pick up ammo from it
-Added some adjustments to gate navigation to make it less likely for units to 'get caught' on the edges of the gate doors when the gate is open
-Reduced 'back splatter' blood decal size
-Greatly enhanced landmines:
-Boosted explosion effect size
-Boosted explosion radius to 1000 (from 370)
-Boosted fuse to 2.5 (from .1): it waits before exploding, to 'get more infected' rather than exploding as soon as something enters radius
-Now 'bounces' up and spins before exploding
-Light turns red when something enters its radius
-New explosion 'fuse cutoff' logic allowing the mine to reset its fuse if an ally enters proximity before it bounces, or if all valid targets leave before the bounce
-Landmines now have a 'preview radius' when setting it down, and this preview radius will appear around existing landmines/landmine construction spots when trying to build things
-Adjusted the naval base size 'construction area' down quite a bit(since the player can now control territory)
Ground work for the blowback carry off scene set up some, still need to animate infected once length is determened
swapped out Birch_01BP with birch_d_spring_IMP for optimization
Landscape adjustments, turned channels 0-3 on in the landscape
Grid 3 WIP level, pier walkways and new pier building blockouts for police base.
-Adjusted nodes and command posts (trucks, pod locations etc.) in Grids 7-10 to be in more strategic locations given the new landscape
-Adjusted a few trees in Grid 7, too, near the new Villa location
-Got rid of superfluous spawn pods in Grid 10 and 9 (some folks had copied them unintentionally, looks like)
-Wallbuilder progress
-Swapped out tower (and tower construction mesh) for new ones from Dimitry
-Updated wallbuilder to respect new tower size
-Wallbuilder progress:
-Updated 'grace' on wallbuilder trace so you can build 'further in' to things
-Updated offsets on wallbuilder previews to be less awkward with the new setup
-Updated wall 'construction scaffolding' to the new one Dimitry made
NOTE: Repair/interaction points for towers are a bit messed up: didn't think it wise to keep trying to fix it for now due to so much on the plate
Adding destroyed wall corner piece variant.
-Walls
-Started on rubble update
-Fixed landscaping size for wallbuilder+new corners
-Hooked up destroyed meshes for later use
-Rubble update for walls:
-Wall towers are now much smaller, and have half health (so spamming them won't act as a suitable subtitute to the real deal)
-Wall construction+landscaping adjusted to match (can build walls closer to one another now)
-Walls that hit zero health are no longer destroyed, but instead turn into repairable rubble
-Saving/loading added for rubble state
-Infected won't attack rubble
-Units can move through rubble
-Highlighting a rubble piece while engineer(s) selected will show repair preview
-Updated the Game Over widget buttons to not be focusable
Landscape update, nav blockers update, gated community WIP
-Fixed an issue with the Pandemic Screen caused by hitting 'ESC' while on the difficulty selection popup (added a tiny delay to letting the logic 'run through': may not be the most elegant solution, but it works)
-Also updated the difficulty/tutorial popup to get closed by hitting ESC instead of going back to the main menu in one button press
-Added some padding to the 'Close News' button so it wouldn't get 'chopped off' at the top
-Fixed a spawn pod in Grid 5 being 'in the wall' (someone had swapped out preview indicator mesh for an unused and untextured 'in-wall' mesh, making it blend in, but when the pod actually spawns, it's the real deal that gets stuck in the wall)
-Improved regular wall nav modification
-Also made wall 'repair points' not have nav modification as well
-Implemented basic 'attack wall' logic:
-Regular infected will now 'snap to' a wall that they're attacking
-If a wall has too many infected hitting it from one side, other infected will be much more likely to go elsewhere
-Regular infected won't be dissuaded from attacking a wall once they start hitting it until either they die or the wall does (doesn't apply to corners)
-Committed Juniardi's new tower button
-Resolved some references
-Polished the new wall attack logic some more (fixed some issues w/ rotation)
-Propagated the new wall attack logic to sandbags+barbed wire
-Fixed the Engineer recruit popup to say they spawn with DP-12 (instead of M1014)
-Fixed 'formation group saving' failing if selection consists completely and solely of an entire away team
-Fixed Spec Ops icon not properly showing in team name selection dropdown
-Finished up the basic Horde Sphere:
-Now properly 'jumps around' should its carrier die
-Orders 'catch up' movement to be towards the direction of travel of the sphere-carrier, rather than his current position (so those outside the sphere are more likely to catch up more effectively)
-Implemented into the HordeController for use for movement orders
-Disappates when Horde activity ends (remaining stragglers will then be ordered to move as individuals, rather than in their sphere, so when Horde Activity is gone the horde difficulty goes down)
-Slightly increased Horde Timeout time in the Master from 250 to 275 (due to travel times between locations)
Result: Infected will, during hordes, be more 'gathered together' more often, making single-file attacks considerably less common (unless the horde attack has concluded, in which case stragglers will revert to this behavior)
-Made the Sniper/Heavy range indicators, bullet tracers, and muzzle flashes visible in Thermal Vision
(range indicators barely show, however, due to their actual mesh being tiny: may need something else to make them stand out while in thermal)
-Added 'deeper' wall nav to the various wall nav types (including gate nav blockers), so navigation will hopefully be more reliable if a wall is 'built over' hilly terrain
Added depth check to Thermals. (Units no longer visible through obstacles)
-Imported Juniardi's new soldier portraits
-Added a longer delay until the 'loading game' bools are set to false
-Lowered Assault price to 2K (from 3.5K)
-Lowered Heavy soldier price to 6K (from 8K)
-Added a safety to landscape overlap actors should they fail to spawn an overlap
adjustment to pier catwalks
-Small speculative crash fix for AI Spawn Locations (used by civvies, I think)
Landscape, nav blocker removal (WIP), roads flattened
Grid 3 color randomizing material for buildings added.
-Thermal vision 'visibility' progress on deploy gun indicators
-Fixed up thermal vision display on the DeployGun indicators
-Also made the indicators bigger when displayed thermal vision, since their UI-esque 'glow' doesn't show in thermal
-Fixed two tall 'nav volumes' near Grid 6 Hotels that were causing camera blockage (lowered them down to the ground)
-Improved Phase 2 unlock hovertip to no longer mention spotlights (now available at phase 1) or pillboxes (not allowed right now)
-Fixed a typo in the Master 'tutorial' mission
adjusted resolution to be more like a live preview , adjusted a buggy bool that was causing 3D resolution to not update
fixed some issues with the building material shadows, grid 3 area nav mesh. Made some adjustments to the random color material and added more buildings
gated comunity progress, also landscape fiddling and repainting
-Created basic 'SpitterPack' class:
-Delegates and some BP functions created for easy scripting
-Functions for responding to new members/member death added, to assist with scripting, too
-Hooked in to Spitter death delegate to properly remove members
-Name logic added, to give each pack a unique name and to allow packs to save/load their members (names may also potentially be used for Bounty System later, and/or giving Spitters unique decals/effects based on their pack name, and/or playable infected mode)
-GameState generation of Spitters added (for adding a Spitter to the closest available pack, or adding a Spitter to its requested pack by tag for saving/loading)
-Basic Packname prefixes+titles added, so pack names are semi-cool to start with
-Basic saving/loading added so packs will stay grouped even after saving/loading
-Improved saving/loading of Packs so the Pack itself gets saved/loaded (so if we store other data in there, it'll be able to reload it)
-Restructured some includes and related to avoid circular dependency when setting up this change
-Hooked up Juniardi's new shop/unlock buttons
Moved disapearing bridge to correct level grid10_03, changed out rock type to static mesh type in grid09
Landscape edits, fixed CP point in grid08, added more houses in grid08, fixed up the walls a bit
Gas Tower crash fix hopefully
Adding Spotlight overlap area meshes.
-Hooked up Dimitry's new Spotlight overlap effect
-Fixed Spotlights shining at night even if they're unpowered
Updated building meshes, fixed material color parameter for buildings. Added 2 more buildings and deleted unused materials
-Tweaked M9 up:
-Damage from 10 to 20
-Fire rate to .334 from .5 (3 rounds per second from 2)
Added a base asphalt layer to the marsh bridge mesh.
-New bool for Characters (default as 'false') "bStopAttackMoveIfNoAmmo": while false, units will not start moving again during combat if they run out of ammo during an attack move.
-Created little 'red ammo icon' animations for the Interaction Widget and Team Panel when a unit runs out of reserve ammo
-Adjusted pivot+positioning of the Team Panel's ammo counter to ensure more consistency with its position for weapons that have more ammunition (like LMGs)
-Cleaned up some odd pixels around the Winter avatar
-Added logic to make a unit automatically reload if they refill ammo while being completely empty
-Added new Landscaping to the Infection Towers and Pods:
-Towers and Pods will now clear trees when they spawn. These trees won't grow back.
-Saving+loading enhanced to support this
-Fixed selection circles on walls being scaled w/ the filler walls (resulting in 'squished' circles)
-Fixed it being possible to select the 'construction actor' separate from its owning wall when constructing walls
-Updated the multi-select logic to support the 'build in owned territory' logic:
-Double-clicking on a wall will select other walls (in or near current camera view) that match the type (i.e. level 1 gates? select all level 1 gates)
-Double-click selection will not work on walls under construction, or that are currently destroyed
-Removed collision on DNA pickup mesh (to resolve a potential wallbuilder issue).
-Boosted default RepairRatePerBuilder to 22 (from 15)
-Started on new snappoint logic (got 'SnapFrom' part mostly working, but with a few minor issues that need resolving: not done yet, so it's disabled)
-Fixed the 'engineer sliding' issue if an Engineer's order to call-in a Helicopter-dropped building is canceled partway through
Note: Windows 7 support should return in the next few weeks as Epic Games has certified a fix and once it goes live to Unreal Developers we'll hotfix the game and update the game requirements page!
Important message about your saves: In preparation of the Factions system, you'll start seeing the (currently) untextured area of the map slowly get updated. We will have to wipe save files around late July in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.
Until next time, good luck in Treasure Island!