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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