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Ilmoita käännösongelmasta
- Exposed RenderSettings.FogMode
- Exposed RenderSettings.AmbientMode
- Fixed a bug with projector component whitelisting, it should now be whitelisted and load correctly
- Fixed a bug where destructible splash damage would show a hitmarker even though the damage dealt was 0
- Added keybinds support to TriggerOnKey component (adding this to RFTools soon)
- Made Player.nightVisionEnabled writable
RFTools update:
- Updated RFTools with the new TriggerOnKey keybinds feature
- Added best guess shader functionality to shader reloading on mac and linux. If a shader isn't able to be resolved due to the modder using custom shaders that are not included by the game, the game now attempts a best guess at replacing that shader with a built in one. This is based on very limited information so don't expect this to look great, but it should remove pink materials altogether, and hopefully replace it with something halfway decent lol. If you still see any pink materials on linux/mac let me know and I'll take a look 👀
AAALSO friendly reminder that you CAN and SHOULD make proper linux/mac builds of your mods if you rely on custom shaders!!! plz 🐸
- Tank and APC towers will now pop off when destroyed
- Tank tracks are deactivated when destroyed
- Slight tweak to code that handles recovering from a ragdolled state. Might fix the rare bug where bots get stuck in a ragdolled state.
- Fixed some misc weirdness with bots getting stuck when recovering from ragdoll. This issue should now be solved. Or maybe it's more broken than ever, who knows
- Added debug texts for bots that are in ragdolled state, these show up if you press F10. If you spot any bots STILL getting stuck in ragdoll mode, press F10 to bring up the state text and screenshot it and ping me about it! That will help me debug this issue
- Bots will no longer hover slightly above the ground when getting up from ragdoll
- Improvements to animation transitions when getting up from ragdoll, no more weird walking in place stuff
- Improved stuck detection for AI cars and boats, this should make them react quicker to getting stuck.
- Improvements to driver recovery strategy when getting stuck, should get them out of '''sticky''' situations more often (hehehehehehehehehe)
- Fixed a bug where turrets that had been destroyed and repaired would not be valid target for missile lock on
- Fixed an issue where the player character controller would be enabled when dying inside a vehicle
- Fixed bot drivers always reversing briefly when getting a new order destination
- Fixed a bug where the player would get stuck after getting up from ragdoll
- Minor improvements to third person camera while ragdolling
- You can now walk slowly while getting up from ragdoll
- Fixed an issue where bots would jitter in place when trying to enter a vehicle (this was especially common on archipelago inside the hangar ship)
- Bot boat piloting improvements, especially how they handle a top speed value. Boat patrols on spec ops should no longer be going full speed everywhere and crashing into everything
- Fixed an issue with squad order point resolving which would generate errors in spec ops mode
- Slightly reduced fog density on Island night
- Slight tweaks to when bots consider a vehicle stuck, should prevent some cases where the AI wasn't able to make progress but never considered themselves stuck
Update also pushed to stable
- Added missing IsVehicle filter type for OnVehicleDestroyed and related vehicle filtering components. This allows you to send signals when a specific vehicle has been destroyed
- Added ``wants to aim`` bool parameter to weapon animators, this is used to cancel the shotgun reload early by holding RMB. Can be used to implement similar behaviours in custom weapons.
- Added ``walk cycle`` float parameter to weapon animators, can be used to synchronize walking/sprinting animations with the player controller view bob/footstep sounds.
- Redid bundle o buss and automatico akimbo sprint animations using the walk cycle parameter.
- Player will now auto holster weapons while climbing ladders
These features are essentially everything that will make it into EA31 so expect it to drop pretty soon! Give me feedback about what you think of the new shotgun, is it a more viable weapon now? Is it OP? etc etc.
- Added Garret reload animation canceling by holding right mouse button
- Added cloth foley sounds to various actions such as walking/sprinting/kicking/jumping/landing/entering vehicles/reloading etc