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Cepheus Protocol News

Patch Notes - 0.7.51.1 Emergency Hot-fix Infection Structure Fix & More!

[h2]Cepheus Protocol AMA/Showcase[/h2]

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

[h2] Patch Notes - 0.7.51 [/h2]

  • Resolved Gas Towers/Infection Towers not taking damage
  • Reveal bugs resolved relating to Gas Towers/Infection Towers
  • Ammo can now be refilled by selecting a group of units and right clicking an ammo box if they are within the vicinity of its AOE(This will be expanded to auto move them within the circle in future versions) this also works for Barracks and CP ammo depots
  • All the shotguns got a SFX pass to make them more beefy
  • Pods now reward cash and DNA
  • Infection Pods $2k and 10 DNA
  • Gas Tower $4k and 20 DNA
  • Reduced heavy Cost from 15k to 7k for initial research price
  • Reduced Assault Cost from 2k to 1k
  • Adjusted units to turn/shoot in combat more responsively
  • Horde minimap updated with 4K version
  • Added logic to better 'deselect' buildings/shops when selecting units via team panel or via group hotkeys


Until next time, good luck in Treasure Island!









Patch Notes - 0.7.51 Horde Mode Fixes and more QOL Changes

[h2]Cepheus Protocol AMA/Showcase[/h2]

If you missed out AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

[h2] Patch Notes - 0.7.51 [/h2]

  • Adjusted trace size for gun placement to be larger
  • Changed up engineer 'lerping' to be done by adding offset to location rather than directly setting location (to avoid 'phasing through' things when welding) Result: Should reduce (maybe eliminate?) most cases where you get 'stuck' in something after building something else.
  • Adjusted formation movement for attack move to stop units from 'breaking off' from their leader when combat ends
  • Nav blocker adjustments
  • Quick fix to post process and spawning for the Horde Map for Myles
  • More general Vehicles SFX added
  • Level bounds moved, pod moved, nav mod increased and moved
  • Fixed up some navigation logic to be more consistent on the gates
  • Updated the gates with a new 'Automatic' mode:When Automatic, it will not have a nav modifier (since it will open automatically for player units)You can still manually toggle it, but someone approaching it will get it back to normal. You can toggle it back to Manual so it won't auto open. It won't automatically open for infected. The 'auto' state will save, so if you turn a gate to Automatic, it'll turn back to Automatic on reloading.
  • Hooked up logic to show 'Uncaptureable Stronghold' and a lock icon over the hospital: Also made the hospital's minimap icon not show for now
  • Re-enabled Scout Car ramming
  • Updated the translucent water material instance to have the water physical material type (so it slows down units when units walk in water)
  • Adjusted water 'walk speed' to .5 (from .85), so water slows you down considerably
  • HLOD build update
  • Horde Map Civvie missions hooked up, every 5th wave theres an 80% chance for it to happen, reward = 1500 due to difficulty of maintaining zone while getting there and back during a wave
  • Horde Map difficulty taken down a bit, 30 to start with on first wave +16 after that
  • Horde Map Minimap added, some tweaks needed for it to function properly
  • Vehicles ramming infected sfx added


Until next time, good luck in Treasure Island!









Patch Notes - 0.7.50 Patrol System tweaks and more!

[h2]Cepheus Protocol AMA/Showcase[/h2]

If you missed out AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4&t


[h2] Patch Notes - 0.7.50 [/h2]

  • Cleaned up the tutorial to respect the new command post
  • Updated the command truck to, when clicked on, not show medical/ammo truck purchases if those trucks don't exist for that post
  • Added logic to 'clear' the truck purchase cooldown on the Medical/Ammo truck purchases for the tutorial's sake for Grid 10 (if the cooldowns are there when the objective pops up)
  • Fixed a minor issue where the 'HUDAbility' for buttons was not getting cleared when those buttons were set to something other than a unit ability
  • Cleaned up the tutorial screen text a bit to better reflect the current state of the game (i.e. no longer saying you can just build in the naval base if you haven't captured it, as well as a few other minor changes)
  • Speed up turn animation speeds from 1 to 1.25 speed
  • phasing ambulance issue should be resolved
  • New roadmap added to the starting slides
  • Collision Fixes for AI spawning in improper locations across the map
  • Ambient update fixes for when Ocean water plays
  • Fixed an issue with the PatrolPath being prematurely deleted, causing patrolling units to 'stop patrolling' after a little bit
  • Horde map update towards level of detail
  • Added basic PatrolPath saving/loading:Units will remember their patrol path and resume it (not with perhaps 100% accuracy at the point they were at in the path, so they may get a little turned around, but they'll continue walking it as it was made to be walked)
  • Currently each unit will save and re-create his own patrol path, instead of the paths being shared if one patrol path order was given to a group. May need to update that later.
  • Added some more safeties to node/horde spawning to try to prevent a bug where infected may spawn in after a node gets taken out
  • Adjusted an umbrella on the beach in Grid 7 that was blocking units from moving
  • Adjusted selection-box logic to no longer 'SetSelected' on prospective highlighted targets, but rather just change the selection visuals (i.e. the selection circle, but without changing any UI)
  • Also updated the logic to properly call 'SetSelected' when transferring units from the PlayerHUD's selection box to the actual player controller SelectedActors array
  • Also added logic to 'turn off' the simple selection visuals on a unit when clearing the 'FoundActors' array of the selection box
  • Updated the 'not recently rendered' cull for selection box selecting to respect global time dilation (it was breaking at high speeds) Result: Some selection issues are fixed. The ghost selection is a difficult one to reproduce, but hopefully parts of the issue (if not its entirety) are now resolved.
  • Added med+ammo trucks to the Naval Base
  • Fixed the spotlight's 'vision actor' being saved separate from the spotlight itself (causing its vision to 'multiply')
  • Smoothed out some vision activation/deactivation logic for the spotlight vision Spotlights should no longer provide vision when unpowered
  • Fixed units getting 'stuck' to chasing a garrison actor to board it, ignoring any move commands to the contrary until they board
  • Added an 'overlap eject' trace when repairing a wall from rubble state to full (units overlapping it when it finishes repairing will get 'scooted around')
  • Adjusted trace size for gun placement to be larger
  • Changed up engineer 'lerping' to be done by adding offset to location rather than directly setting location (to avoid 'phasing through' things when welding)Result: Should reduce (maybe eliminate?) most cases where you get 'stuck' in something after building something else


Until next time, good luck in Treasure Island!

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!

Patch Notes - August Update (0.7.49): Part 1 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]


    -Started on 'faking' vehicular movement to get wheels (and potentially, later, other parts) of the vehicle animating properly as it moves
    Results: wheels can stop and start and rotate based on the driver's anim state. Improvements to the anim state transitions should improve the wheels moving forward.
    finalized bridge structures
    -Hooked up Juniardi's scout car icon
    Progress on Vehicle suspension setup.
    -Worked w/ Dimitry some more on wheeled vehicle 'physics integration' to get the wheels rolling
    -Worked on Motor Pool vehicle spawning
    -Fixed some Motor Pool rally point issues
    -Updated 'GetMaterialForBuilding' in the SkyCrane to properly reference the GameState's BuildingStats instead of requiring its own local copies of preview materials for each building type
    -Added a fix to vehicle movement to properly run another driver animation state update on movement being completed
    -Added 'block offset' logic to buildings, and used it for Motor Pools to 'block' more of an area for construction so vehicles have a place to spawn in
    -Improved and fixed Motor Pool rally point setup (and ensured it still works with loading/saving)
    -Improved shop item struct to contain image and hovertip data, to make it much more modular and easier to maintain (and ported the Barracks button data from the ShopsButton Hovertip function to the actual Barracks Shop setup in the ShopsCanvas
    =Used the improved shop item struct to set up the JLTV button for the Motor Pool (currently just spawns a scout car as placeholder)
    -Hooked up ShopsCanvas support for the Motor Pool to wire in to the Motor Pool's new vehicle spawn logic
    -Made a 'SimpleShopTransaction' call from the PC that simply spends the money/DNA from the shop item struct as requested, for use by the Motor Pool shop

    Result: Shop logic modularity improved, and Motor Pool shop + unit spawning online.
    (still have the Motor Pool disabled for construction since we don't have any unique vehicles for it to spawn yet)
    -Added 'healing' logic to Engineers, but they're restricted to healing vehicles
    =Logic to use the welding animations instead of the 'patch up' animations used, too
    -Fixed the interaction widget for the Vehicles not displaying health changes/damage animations
    -Updated the soldier Team Panel/Interaction Widget for engineers to have the Engineer icon next to their 'heal bar'
    -Updated MedicalRadius (for trucks/medical facility) to not heal vehicles
    =Also updated it to heal Garrisoned units in its radius (so if an injured unit is in a car and that car is in the medical radius, that unit will still get healed even though it's garrisoned)
    -Created ammobox compatibility for vehicles: units inside a vehicle will now properly trigger the Refill Ammo button and benefit from ammoboxes (and their reloads while garrisoned will 'trigger' the button update, too)
    -Created Reload compatibility for vehicles: units within a selected vehicle will now properly interact with the Reload button, allowing you to order units within a vehicle to reload.
    -Adjusted infection zone 'build zheight area' and some pods in Grid 1 Marsh North (Wetland Natural Preserve Point 1) to prevent some spawning mismatch issues due to height variance
    -Adjusted infection zone 'build zheight area' in Grid 1 Marsh South (Wetlands Natural Preserve Point 2) and Grid 1 Marsh East (Wetlands Natural Preserve Point 3) to try to prevent some spawning mismatch due to height variance (due to some pods being in the water)
    =Greatly adjusted zheight for Grid 1 Military (Glenn Military Barracks) due to its 'hill' area
    -Deleted a random Trigger Capsule that was at the Grid 6 docks
    -Reduced 'build zheight area' for Grid 6 Hotels (Saber Harbor) to try to reduce 'spawning under docks' issue
    -Adjusted a spawn pod in Grid 6 Hotels (Saber Harbor) to reduce the spawning under docks issue (greatly helped)
    -Bolstered nav for walls and buildings to 'extend under' themselves more, to reduce/prevent situations (such as building walls in Grid 1 in the marshes) which may result in nav gaps 'under' buildings/walls that confuse units on where they can go
    -Added MotorPool to the Building and BuildingName logic (so building one won't say UNDEFINED)
    -Fixed the TUGs name being 'TUGS landed' in the notifications (how odd).
    -Added a 'Toggle Vehicle Repair' button to Engineer's abilities list (basically the Engineer mirror of the Toggle Medic Mode button for medics). Currently uses the Medic Button images as a placeholder
    Charge montage made and engi anim pop fixed
    Charge anims for the Juggernaut
    grid 3 detail pass progress
    major landscape paint adjustments, mil triage located in 9, added textured coffee shop, added some DBs
    more grid 3 detail progress
    -Hooked up Juniardi's new 'vehicle repair toggle' buttons
    =Improved the vehicle repair button hovertips
    -Added a new 'PlayerVehicle' collision type
    =With C++ 'Player_Vehicle' keyword
    =And "PlayerVehicle" profile
    =Added C++ changes to areas where Player_Pawn was used to also reference Player_Vehicle appropriately
    =Removed the collision on the vehicle's Decal3D
    =Tweaked player vehicle collision logic until it:
    ==Collides with other player vehicles
    ==Does not collide w/ player units
    ==Does collide with infected
    ==Still works w/ other player-overlap logic (medical, ammo boxes, etc.)
    BLocker adjusyments, asset placement nd texture painting work on andscape to break up the texture
    resolved the first layer of crashes for Niagara a new wave emerges
    -Quick removal of 'velocity fix' logic from MoveCommandReissued on vehicles (to potentially stop a stack overflow someone reported)
    player oriented ambient sounds bp wip
    -Hooked up Juniardi's new Garrison cursor when hovering over a garrisonable vehicle with units selected
    -Hooked up a new collision type for grenades
    =Cleaned out some now-unneeded 'ignore' logic in the grenade trace, to make it a bit more performant
    =Added a new safety to grenade throw particle handling (got a crash with it once, hopefully new safety will be enough)
    -Removed price text from medic/engineer toggle buttons
    -Hooked up a 'vehicle block box' around the vehicles, to stop vehicular 'intersection'
    Turned static lighting back on
    building UV adjustment
    -New custom vehicle movement component: currently just has basic performance optimization when not rendered
    Dummy nav level work, grid 3 adjustments
    pilot and diver commit
    -Tested the garrison-type tagging added yesterday (and committing it now since shaders are done)
    -Fixed 'BlockAllButMouse' not blocking the new Grenade_Trace (so Grid 8 buildings+walls properly block grenades now)
    -Started cleaning up the away team implementation (and related functionality) away from the UnitInterface, to simplify addition of Vehicle tab later
    -Further updated team management logic to start adding a 'vehicle team' for displaying owned vehicles on a vehicle tab
    -Started updating the widgetry and saving/loading logic to support a 'vehicle' tab for away team manager widgets
    =Including fixing/polishing up a lot of away team functionality (a lot of this was simply adding functionality, then ironing out problems it presented)
    -Worked w/ Tyler setting up some of the basic parts of the anim nodes for units in cars
    (Basic sitting+aim node turning working: 'snaps around' when doing fire/reload anims, though)
    -Fixed a collision issue w/ spotlight overlaps blocking vehicular movement
    garrison position 1 set up
    Topdown updates for robert and garrison 3 anim and node set up
    grid 3 detail and blocker layout progress
    blocker merge
    More blocker placement, building mesh adjustments
    -Through trial and error, figured out a way to increase text scale size on the team panel for the currently displayed unit name
    (causes clipping on longer names at the moment)
    -Added a 'text limit' (22 characters) for naming characters on the recruitment popup
    -Further updates to UI for vehicles:
    =Properly got a vehicle tab online, with basic vehicle registration
    =Updated the team panel to:
    ==Hide the weapon if the character in the team panel (vehicle or not) has no weapon
    ==Hide the infection bar and expand the healthbar if the unit in the team panel cannot be infected
    =Hooked up basic class details for the ScoutCar akin to other characters (portraits, etc.) for team panel
    =Updated logic so hotkey SHIFT+5 will select the vehicle tab (dynamically: if you change the number of away teams, the vehicle tab will always start at the number of away teams +1: i.e. if there were three away teams, the vehicle tab would be SHIFT+4 instead)
    -Fixed the TUGs detector 'pushing' vehicles out of the way
    -Improved unit purchasing logic for motor pool to start hooking in to the recruit popup on the HUD (needs a vehicle mode, but technically functions, just w/o fancy visuals)
    -Improved various small things about vehicles (registration, etc.)
    Front seat anims plugged into a 1D blendspace and i think i got it plugged into the anim bp stuff that was there???
    dummy level blocker work
    -Improved non-save-load vehicle initialization for teams (so vehicles pre-existing in a level won't be way delayed in joining the Vehicle team tab)
    -Researched and started implementing utilizing class defaults instead of external-matched structures (like those in the GameState - i.e. 'soldierstats', etc.) to simplify setup of objects, shops, etc. (which can seriously help modding in the future)
    -Started applying those changes to simplify vehicular shop setup
    -Fixed some logic that was stopping the shop from properly reading names, etc.
    -Updated 'unit name and class' reading to instead just read the unit's name if it's a vehicle
    -Improved training duration display logic, with saying 'Assembly' rather than 'Training' for vehicles
    -Improved scout car purchase to use very similar logic to new motor pool vehicular purchasing (w/ training popup, duration, etc.)
    -Improved barracks training queue widget to directly read class image from the class defaults rather than from a switch (much more modular)
    =Also improved the recruitment popup to directly read the portrait image(s) from the class defaults rather than another source
    random ambient sound effects and ambient sfx tweaks
    -Improved the 'GarrisonCapacity' var by defining it in Base_Character so derived classes can read it (including the shops canvas)
    -Added a 'Seats' entry on the Recruitment/Assembly popup that lists the garrison capacity of the constructed unit (if they have garrison capacity, and are garrison capable)
    -Added a 'RecruitPrice' metadata to NPC_Base to bypass the need for the 'SoldierPrices' in the GameState
    -Removed 'UnitPrices' and 'VehiclePrices' from the GameState, via referencing Class Defaults instead (reducing reliance on GameState)
    -Updated the 'Are you sure' popup for destroying buildings to show their refund price
    -Added AbilityIcons to NPC_Base 'metadata' section for use on the HUD
    -Updated the HUD's recruitment popup to directly grab data from a unit's weaponry and metadata instead of requiring the GameState's soldier stats for that
    -Removed the 'SoldierStats' array completely, since units now contain the data they need to display (via class defaults)
    -Fixed BP_NoBuildZone blocking vehicles
    -Improved vehicle save/loading to properly remember where the vehicles were in the Vehicle Team Tab
    -Improved some garrison framework logic to prepare for vehicular weaponry and garrison capacity changing
    -Added garrison capacity changing w/ UI alteration: if a vehicle's garrison changes, it will now add/remove icons from its GarrisonWidget,
    =It also can eject units that are 'beyond' the capacity, too, if the capacity shrunk
    JLTV Highpoly source (WIP).
    -Adjusted vehicle tab button to be right after delta team's button (rather than at the end past the money display)
    added left to back anim for the passenger blend
    -Improved the scout car turn logic in the base rig
    -Hooked up a 'sit reload' montage for Tyler to experiment with
    cleanup and finished blocking volumes
    Plugged in the reload for the scout passenger 1 and it works
    Optimized stadium pieces and some adjustments to existing grid 2 buildings
    -Worked on some updates for Myles for the civilian movement system
    =And fixing/working around some WEIRD bugs with it
    JLTV Highpoly source
    -Updated hovertip for the Vehicle Tab button to mention the public testing branch if the GameInstance's "VehiclesEnabled" bool is false
    -Updated the MotorPool to not be constructible if the GameInstance's "VehiclesEnabled" bool is false
    -Improved WeaponMarket to support not having a weapon
    -Improved some C++ logic to work with a null first weapon slot w/o breaking weapon spawning
    -Added delegate called on weapon change to properly change display for weapon when going from no weapon to weapon equipped
    -Added JLTV class (no unique mesh yet, just looks like scout car)
    -Added basic JLTV gun (properly reduces garrison capacity when equipped: no special turret logic yet, though)
    -Starting on new vehicle turret logic
    -Increased zheight range in Grid 4, as well as Grid 1 north+south, for the hilly terrain there
    -Added a simple 'height-deformation' update to the wallbuilder (so walls can go slightly up and significantly 'down' if the terrain is uneven)
    -Used delegates/overridden functions to 'proxy' weapon/inventory checks to a spawned turret on the vehicle
    -Added basic turret spawning on vehicles: if a vehicle is set to use turret logic and has a template, it will spawn the turret on beginplay (and hide it if it's unarmed to start with)
    =From there, if the turret gains a weapon (from the weapon market, for example), it will unhide itself and start shooting
    =Garrison-altering logic also works, so the .50 BMG for the JLTV lowers the garrison capacity (despite being equipped by the turret, not by the actual vehicle actor)
    -Fixed a potential infinite loop crash with garrison movement
    -Fixed vehicles changing nav with their 'vehicle box'
    -Marked a vehicle's turret as a member of the vehicle's "Garrison" to fool threat logic for units that get hit by the turret to target the vehicle instead
    -Added logic for refilling ammo/reloading on a Vehicle to also 'proxy' as needed to the turret (so the turret can reload if it has ammo to reload with, can refill ammo if near ammobox, etc.)
    =Also improved the turret's "GetNameAndClass" call to return the owning vehicle's name if we have one
    -Updated 'ammo refilling' logic to take into account the missing ammo and reduce supply cost based on the percentage missing (rather than taking full price even for just one mag)
    -Added a new 'bOneClip' setting to WeaponConfig, allowing weapons to be treated as if they have no reserve ammo and only one clip (for big guns like BMGs for vehicles)
    =Updated refill ammo logic to respect bOneClip weapons, too (filling their clip rather than their empty reserve ammo)
    -Updated the Team Panel to recognize 'bOneClip' mode and display text/animations differently for it (instead of showing reserve ammo, which bOneClip weapons shouldn't have)
    -Added logic to update RefillAmmo on a delay if a bOneClip weapon fires (to avoid spamming the function call due to guns.. well, firing rapidly)
    -Improved the weapon market display to say 'CLIP' instead of 'MAG' if a weapon is set to bOneClip
    -Updated the 'weapon display' parts of the Weapon Market widgets to show the 'SEATS' modifier if it's nonzero (w/ different color for negative vs. positive)
    -Fixed up saving/loading to work w/ new vehicle turret system
    -Updated the turret to be set up to render properly w/ custom depth (to not cause 'white lines' on the vehicle it's on, and to show in thermal vision)
    -Tested turret socket spawning logic (by adding a TurretSocket to the ScoutCar skeleton)
    -Hooked up Juniardi's JLTV icon for the JLTV
    -Set up some basic JLTV stats (100 health extra per level, starting health 1200, price 10000, speed 1800)
    -Hooked up the JLTV to be purchaseable at the Motor Pool
    -Adjusted the class icon position on the HUD recruit page to be a bit more in-line with the text above it
    -Added logic to make sure that swapping weapons on a turret will still 'pop' the weapon to the BP's 'attach point', to prevent muzzle flashes from being awkwardly placed
    Firing blendspace for pass 1 and folded added for tidyness
    -Added functionality update to allow 'unequipping' weapons (no way to do it in-game, but BP tests function fine)
    -Added basic 'unequip weapon' logic that shows a 'No Weapon' option in the Inventory of units that have a new 'bAllowUnequip' bool as true
    =Displays a 'No Change' to Seats, at the moment, since the purpose of their unequipping weapons is to lose the debuffs to seat capacity
    -Added basic 'unequip weapon' logic that shows a 'No Weapon' option in the Inventory of units that have a new 'bAllowUnequip' bool as true
    =Displays a 'No Change' to Seats if the target unit is a GarrisonUnit, since the purpose of their unequipping weapons can be to lose the debuffs to seat capacity
    -Added text saying 'No weapons left for this unit to purchase! Check Inventory instead.' to the 'Market' part of the barracks widget if there's nothing left in the market to buy for that unit.
    -Fixed an offset on the 'weapon market available' border/animation
    -Added logic to not show the weapon market button for units that have no inventory/spawn weapons available (such as the Scout Car)
    -Added 'No Weapon' text for unarmed team panels
    -Improved consistency of the 'no weapon' vs. 'weapon available' text for the Weapon Button
    -Reduced vehicle team size to 8
    -Started on vehicle population logic:
    =Added 'VehiclePopulationSize' (default 8) in the PC, for max vehicle population allowed (perhaps we can make it upgradeable?)
    =Added 'CurVehiclePopulation in the PC, which goes up based on registered vehicles (all player-owned units register with the PC's OwnedUnits array: on registration, if a unit has >0 VehiclePopulationSize, it'll adjust the PC's CurVehiclePopulation, for easy tracking)
    =Added some 'getter' functions for determining how many delayed spawns (units in training) are vehicles, how many aren't, and how much vehicle population they take up
    =Added logic to stop training additional vehicles beyond the capacity, or having vehicles under assembly potentially blocking building regular soldiers
    -Progress commit on garrison stuff
    -Exposed 'reloading' on the Weapon class, and hooked it up as a bool in the AnimBP
    -Hooked up a 'Vehicle Population Size' display on the Team Panel so vehicle's "size" for population can be seen
    -Hooked up a Garrison display on the Team Panel so vehicle's current garrison (and occupancy) may be clearly seen (done via delegate)
    -Hooked up vehicle population size as yellow text on vehicle purchase hovertips
    -Simplified 'SelectionStatus' in the PC to no longer use UnitInterface
    =Also updated the PC to use this fucntion to update a new status bool 'ContainsUnitThatCanEnterGarrison'
    =Updated the Garrison Cursor to not appear unless you are BOTH:
    ==Highlighting a garrisonable unit WITH ROOM
    ==Have a unit in your selection that can enter Garrisons
    -Removed some more old 'DNA drop off' logic from the med facility
    -Hooked up new logic for the Weapon Market:
    =Barracks Weapon Market will now iterate through garrisoned units, setting them as 'near the weapon market' if their vehicle gets close (and turning it off when they leave)
    =The Barracks Weapon Market will no longer enable the market for the vehicles themselves
    =The Motor Pool now has its own Weapon Market only for vehicles
    -Fixed an erroneous 'rally flag' appearing when a building that has a rally point is damaged
    -Improved 'radius visualization' for buildings to not show unless the building is both selected and powered
    =Also improved the updating of the visualization to occur when the building is selected/deselected
    -Added a fix for player guns dealing damage to player buildings
    -Worked w/ Tyler to clean up Scout Car Seat 0 animations, and make them working w/ firing a SCAR
    mat atlas for motel buildings and optimized meshes
    -Variable-ized the Scout Car seat blendspaces, so each weapon contains their own version (rather than the AnimBP having to contain it for each weapon)
    =Hooked up the AnimBP to get a ref to the weapon itself, for use in the car anims
    -Started on 'squishing' logic for sandbags/barbed wire
    =Currently, taking damage from a juggernaut will 'squish' them, making them spawn a collision-less squish versioned of themselves, then destroy themselves. The squished mesh will disappear after a little while.
    =Basic 'overlap-juggernaut-to-get-squished' logic started, not fully functional
    -Started on 'destructible ramming' logic
    =Nav filters added to all movement commands
    =Basic nav filter added for most units, with vehicles having a 'medium' nav filter at the moment
    =New nav classes added: currently, Yellow (for MediumWeight) works as intended
    =Basic destructible BP created for proof-of-concept: on being fractured, it will remove its nav modifier, and set a lifespan for iteslf. (bit janky at the moment: always requires two impacts for some reason, and needs to stop colliding w/ vehicles on fracture to prevent the vehicles from getting 'knocked around' by the pieces)
    -Hooked up Juniardi's 'population image' for the population count cost of vehicles on their team tab (need to adjust some more)
    -Swapped out the Driver mesh on the Scout Car for Clara's new one
    -Updated the 'population count' icon for the Vehicle Team Panel as Juniardi suggested (larger, text on right side): also gave the text an outline to make it stand out a bit more
    -Tweaks on the destructible mesh to make it easier to trigger
    -Got the destructible mesh swapping to 'physics only' so it will no longer 'bump' vehicles, but still get bumped by them, after falling apart
    -Performance tweaks to destructible mesh BP
    -Removed 'hacky' attempt at getting the destructible to react to grenades (that might have had side effects)
    -Updated the 'facade' mesh on the destructible BP to be Static, to fix performance hit
    Anim BP stuff, but guess it was in conflict so heres the animations im gonna have to replug in next comit
    reload hooked up for seat 1
    blend space for behind driver seat updated
    -Rebuilt lighting (+testing) on the master to have 'Force No Precomputed Lighting' on
    Added reduced poly military truck transport
    -Implemented some simple overrides for the vehicle turret to make it 'face forward' when there are no enemies.
    -Made vehicle turrets 're-broadcast' their owner's NearWeaponMarket delegate on finishing creating their weapons (so that the owning vehicle, if it just spawned, won't have to move away/back to the Motor Pool to swap attachments)
    -Prevented JLTV passengers from being visible/able to shoot
    -Basic physics ragdolling added:
    =Vehicles now have a 'ramming' box in front of them: this imparts damage and force to infected that they ram into, based on their velocity on impact (disabled for the moment, as it's not quite done)
    =Ragdolling improved, simplified, and logic added that allows ragdolled things to 'de-ragdoll' if still alive
    -Variable-ized the scout car reloads to be per-weapon
    early Get up anims for infected for testing with programming
    Added reduced poly ST_Truck_Trailer_C
    Turret Aim Test BP.
    Updated JLTV textures.
    -Started improving destructibles for rollout:
    =Made a 'weight class' enum for units: destructibles require a 'Medium' weight or greater (of which only JLTV currently possesses. Juggernaut has more)
    =Made C++ class version of destructible
    =Fixed any impact breaking destructibles (instead of requiring appropriate weight class)
    =Improved destructible setup to be easier to setup (just requiring swapping weight class to change how its nav modifier works)
    =Added destructible 'saving' so destroyed destructibles will not be there when you reload
    -Added a 'CleanGameInstance' call (made when you enter MainMenu_Master) to prevent destructibles from erroneously clearing if you exit a map then load into another/the same map again
    JLTV suspension, LOD and BP set up.
    Added new selection bracket to the JLTV (square instead of a circle)
    Added 30uu depth offset to the 'Obscured unit' post process highlight effect.
    Minor fixes and adjustments.
    -Quick fix for the JLTV's weight class
    -Updated the JLTV's ram mass to 2K (from 1K) due to its new model looking like it deserves the boost
    -Updated the JLTV's vehicle and ram collision boxes
    -Added logic to lock out certain units from being ragdolled (and marked Chelsey as among them)
    -Hooked up Dimitry's new turret mesh (w/ new turret logic to 'proxy' the muzzle flashes to the new mesh location)

    Result: JLTV about 90% online. Capsule component being too small (not sure how to enlarge it correctly for the JLTV's size), turret instant rotation, and 'collision jumping' are what hold it back.
    Scout car anims folder added
    added reduced poly SM_MERGED_Box10
    -Updated ragdolled units to disable their capsule collision (so they won't block vehicles who rammed them, if the ragdolled unit(s) survive the initial hit)
    -Added logic to make the 'get up from ragdoll check' see if the getup location is blocked by a unit of another team who is of a higher weight class: if so, the check will postpone (so if you park on an infected but it's not dead yet, it'll get back up when you drive off of it)
    -Fixed the driver of the scout car having his 'render effects' messed up if you toggle Thermal Vision on and off (which previously caused white lines 'behind' him)

    Result: Ramming greatly improved - this drastically reduces the 'bumping' issue when ramming things
    -Implemented Tyler's get up animations for the infected and for ragdolling
    -Removed the 'emptying of seenlist' on infected getting knocked down, so they don't forget that they just got knocked over (though they may 'lose sight' by the time they get up)
    -Boosted JLTV char movement mass and reduced infected char movement mass (reduces but doesn't eliminate the bumping)
    -Altered the ram collision to utilize RamMass in considering how much 'inverse force' to apply (i.e. how much slowdown from impact: more mass, less slowdown)
    -Enabled JLTV ramming (since it's in a much better condition)
    -Changed 'vehicular' collision to try to reduce infected 'overlapping' the vehicle (still occurs, but less now)
    -Adjusted 'get up montage' blend-in times to reduce/eliminate the 'flip flop' that occurs when they start up
    -Made BlowUpGuys explode on getting rammed by a vehicle
    =Also made BlowUpGuys not drop DNA if they explode
    -Updated the 'Do you want to save before exiting?' popup to look different depending on if you're in horde mode or if saving is currently disabled
    -Boosted BlowUpGuy's explosion damage to 100
    =Also added new grenade logic to make grenades have an option to deal extra damage to inorganic targets (structures, vehicles) - the BlowUpGuyBlast now deals 400 extra damage to inorganic targets
    -Added a safety to the master to re-enable saving when starting up a new save (in case for some reason it was disabled)
    -Implemented a fix for the Pandemic menu saying a 'default slot' exists (on May 25, 2019, at 3:01:50 PM) if you don't hover any buttons after opening the menu and don't have a save in slot 1
    -Hooked up Juniardi's JLTV images (weapon, minimap, button)
    =Also updated the JLTV purchase hovertip to say Motor Pool instead of Barracks for equipping a gun on it
    -Updated JLTV turret logic (and weapon framework) with new 'Facade' actor to:
    =Improve FOW range
    =Ensure logic is still smooth)
    =Fix FOW vision
    -Also fixed the JLTV turret not being destroyed when the JLTV gets destroyed

    Result: JLTV Turret's vision now acts much more like you would expect it to
    -Boosted BlowUpGuy unit mass so it'll cause more slow down on getting rammed

    -Updated the wallbuilder 'height trace offset' logic to check from the middle of each segment
    =Also, the trace won't be ran if the scale is too small for that segment (to stop 'stacking' on tower segments)
    Result: Wall 'ground conformity' does better when connecting to other towers
    -Added improved 'ignore array' logic to the Wallbuilder's "height offset trace" to try to stop it from scaling its height based on wall towers that we're snapping to

    -Added three fixes for vehicles getting 'stuck' on each other if purchased in rapid succession:
    =If a vehicle is at the 'spawn point' for a motor pool when another vehicle spawns, it will get a move order
    =If, after arriving at the motor pool 'lerp location,' the vehicle is overlapping another, it will 'warp' itself to try to get unstuck (and if still overlapping another vehicle, will repeat that warp until free)
    =Each vehicle in the Motorpool queue will increase the construction time of vehicles after it by 5 seconds

    Result: Vehicles won't get stuck on one another: if you really try to line up the times, you can potentially get a vehicle 'in' the Motorpool, but even in that rare circumstance that vehicle should be able to escape with a bit of effort
    -Boosted Scout Car health from 100 to 125
    -Reduced Scout Car acceleration from 400 to 350
    -Reduced Scout Car max speed from 2400 to 2000
    -Reduced JLTV acceleration from 400 to 300
    -Reduced JLTV max speed from 1800 to 1500
    -Boosted JLTV's BMG max ammo to 2500

    -Swapped SupplyCost logic (for refilling ammo from ammoboxes) to be per-weapon rather than from a generic 'weapon-type'
    -Removed the old 'SupplyCost' centralized logic in the GameState, since each weapon contains their own data now
    -Adjusted weapon supply costs to:
    =M9: 1

    =DP12: 5 (from 15)
    =M1014: 15
    =Saiga12: 15

    =UMP: 10 (from 15)
    =P90: 8 (from 15)
    =MP7: 15

    =SCAR: 10 (from 15)
    =M4: 5

    =MK14: 15 (from 20)
    =M107: 20

    =M249: 30 (from 35)
    =M240: 40 (from 35)
    =JLTV BMG: 400 (from 35)

    =Flamethrower: 50

    -Swapped SupplyCost logic (for refilling ammo from ammoboxes) to be per-weapon rather than from a generic 'weapon-type'
    -Removed the old 'SupplyCost' centralized logic in the GameState, since each weapon contains their own data now
    -Fixed SupplyCost 'ratio' logic to not cost more supply if the weapon is closer to full (should be, properly, the other way around now)
    -Adjusted weapon supply costs to:
    =M9: 1

    =DP12: 5 (from 15)
    =M1014: 15
    =Saiga12: 15

    =UMP: 10 (from 15)
    =P90: 8 (from 15)
    =MP7: 15

    =SCAR: 10 (from 15)
    =M4: 5

    =MK14: 15 (from 20)
    =M107: 20

    =M249: 30 (from 35)
    =M240: 40 (from 35)
    =JLTV BMG: 400 (from 35) (JLTVs have high max ammo, so a full refill will eat away a lot of an ammobox's reserves)

    =Flamethrower: 50

    -Fixed Medics being able to heal vehicles
    -Fixed a minor error message that could occur on closing the game (at least in PIE)

    -Removed 'snap-to' rotation for units which are shooting
    -Added logic to prevent shooting if targets are outside a ~15 degree range
    -Updated JLTV turret rotation logic to match the smooth rotation of the characters
    -Added 'rotation speed' var, w/ logic to boost rotation speed on a unit taking non-gun (i.e. most likely melee) damage, to smooth out combat until we get turn animations
    -Adjusted the JLTV turret+animBP+etc. to make sure its rotation was smooth

    Result: Units no longer 'snap' their rotation when shooting: also adjusted the JLTV turret's rotation

    -Did testing+research+experimentation on vehicular physics with Dimitry:
    =Got some promising results with getting the vehicle to properly have pitch/roll related to the terrain and wheels, but a lot of bugs to fix when it's in that mode
    =As such, the mode is currently not fully available, and regular physics are still at work in the build at large (shouldn't cause any issues if we want to update the game)

    -Basic dirt mask logic added to vehicles:
    =Vehicles will accumulate dirt if they're in motion (velocity > 100 UU)
    =Dirt saves/loads properly



Until next time, good luck in Treasure Island!