BUILD UPDATE #012: Creep
Change log
Build version: 1026
Client
Steam Build ID: 3679830
Size: 662 MB
Dedicated server
Steam Build ID: 3679833
Size: 33 MB
FIXES * FIXED radio volume issue on SmallTown * FIXED bush in Power Station missing proper bullet collision settings * FIXED Bush in Power Station with bad visibility collision * FIXED firearms being obstructed by foliage * FIXED foliage blocking ability to lean * FIXED various collision bugs in Storage Facility * FIXED see through boulder in Storage Facility * FIXED rendering issue with blinking light in Storage Facility tunnel * FIXED offset rail being restricted to top rails instead of sight & top rails. * FIXED mouse sensitivity appearing to reset to some other value when changed in UI while engaging a sight. * for such a seemingly small change, it required a lot more work then expected :P * FIXED not being able to add or edit a default zero entry in the settings menu. * FIXED Always Run not toggling on/off when set and already in game until you hit Run again * will still need to release run key if it is set while run key is held down (get over it) * FIXED not being able to move/rotate in the character editor from the main menu. * FIXED crash due to destroying ability system component while an ability had it locked. * FIXED breaching charges being able to kill targets through a wall. CONTENT * small tweaks in radio-related assets * experimenting with new water material in Depot * slight update to splash screen A.I. * updated GBAIController * replaced AimErrorPeriod with simpler AimErrorUpdateInterval * controls how often we the aim error alphas are changed (random between -1.0 to 1.0). * changed target distance aim error from blend to new to instant switch * added aim error based on AI movement speed * changed target velocity aim error from blend to new to instant switch * added distance threshold to deliberate miss code * below this distance the deliberate miss is blended away due to being too close. * added SkillLevel support * added 4 skill level presets to DefaultAISettings.ini (1-4) * added defaults for custom skill level to DefaultAISettings.ini (actual custom saved in AISettings.ini in save directory) * added Difficulty to GBGameMode * currently only controls the AI skill level 1-4 corresponds to the skill level presets. < 1 makes it use what ever custom skill level is defined in by default or under save directory. * value is replicated on GBGameState for use with UI elements etc. * updated WBP_TerroristHunt_Settings to exposed all AI settings * required some updates to WBP_Config_XXX widgets to allow settings to be instantly saved. * updated GBAIController * exposed ReactionTimeBase and ReactTimeRandom to settings * added bBeSuspicious BB boolean that is set when a non-hostile/non-friendly actor is sensed * this is a simple quick solution to getting AI to react to explosions, doors etc for now * updated to Blackboard and affect behavior trees. CODE * modified DamageMeleeWeapon * added option to use mutl instead of single trace * added list of surfaces to ignore during trace. * removed unused animation notifier * updated WBP_InGameMenuManager to use a single C++ function instead of looping through all child widgets :| * updated GBPlayerSettings * changed all settings to config values and class to a config class * forced LoadSettings() to reload the config from disk. * created ApplySettings() to ensure config values were applied without the need to called LoadSettings() first. * changed default zero struct to use PrimaryAssetDataId instead of a string to hold the info about what item to zero for. * removed unneeded default zero functions. * changed CrouchType & GrenadeSwitchType from enums to int values so they work with UI widgets more easily. * updated all WBP_Settings_XXX to reflect changes * updated GBAIController::InitSkillLevel() to use a full path to the AISettings.ini * changed "Ridiculous" to "Ludicrous" to describe skill level 4 for AI * updated UGBGameplayStatics * created new functions CanDamageStaticMesh(), CanDamageSkeletalMesh() & SphereOverlapDamageableComponentsSorted() based of functions prototyped in grenade explosion Blueprint. * created ConeOverlapDamageableComponentsSorted() based on SphereOverlapDamageableComponentsSorted() that checks that the component origin OR bounds are within a cone. * created GBCharacter::CanDamageRadial() as a shortcut to call UGBGameplayStatics::SphereOverlapDamageableComponentsSorted() with require skeletal mesh & appropriate bones NOTE: reduce bones checked? * updated GBGameInstance * added bShowDefaultControls bool with function to clear it. * added OnRemoveLoadingScreen delegate for loading screens to use. If not bound, will remove any loading screen present. * rigged up WBP_StartupScreen to show up on initial load * created WBP_RandomHint * used by start up and loading screens to display hints * randomly picks a hint that isn't used until it has gone through all over them, then reset * fixed initial loading screens defaulting to 1280x720 * re-imported default key map texture at proper resolution * quick grammar/spelling pass on random hints * added pulse animation to "Continue" button on WBP_StartupScreen to draw the eye slightly more
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