CTE update #4
As we are trying to get a final 1032 out the door here is another quick update to try to knock out the bigger issues. The main fixes for this update are hopefully getting all the kit/loadout item edge cases cleaned up. Things like eyewear showing in first person, double characters and random rotations on attachments. And of course fixing bugs in other areas as well.
Oh and the old blood hits are back with the pink mist and splatters on walls. It definitely helps with identifying hits at distance.
DS:
Build ID : 7955154
42MB
Game:
Build ID : 7955148
82MB
Here are the detailed changes:
Oh and the old blood hits are back with the pink mist and splatters on walls. It definitely helps with identifying hits at distance.
DS:
Build ID : 7955154
42MB
Game:
Build ID : 7955148
82MB
Here are the detailed changes:
* Fixed wrong highlight map in black ballcap material
* Fixed some collision bugs in 747
* Fine tuned iron sight setup on UMP
* Fixed bad material on low Micro T1
* Tweaked Mk46 full auto recoil to be a bit more pronounced
* fixed possible stuck AI spawn in Storage Facility IR
* Fixed flashing front sight post geometry on M16, M4 and FSP
* Tweaked LOD settings on Magpul MBUS front sight so sight post is always visible
* Fixed various bugs from database on Creek
* Adjusted Small Town doors
* Made so none opened more than 115 degrees (was 150)
* Added small navmodifier on doors to area between the open door and close walls. Hopefully this keeps AI from getting into those areas
* Removed Ambient Cubemap from Farm PPVolume
* Was causing issues when lights were out (too bright)
* Added a few more lights to inside of airplane to help see better now that PPVolume was changed
* various UI and copy tweaks/cleanup
* updated key map image (Default Controls/Press Any Key screen)
* fixed/updated mag check for M1014, SDASS Martial & MK46.
* created AGBItem::ClientForceRemoveFromInventory()
* detaches item from what ever it is attached to, which ensures it part of no ones inventory.
* destroys it.
* this is a Client Reliable RPC.
* updated GBPlayerController
* updated SyncLoadoutToTeam() brute force tell the players inventory to go away if they are a client by calling ClientForceRemoveFromInventory() before their owner is cleared.
* removed PrevLoadoutInventoryList due to adding brute force method mentioned above.
* added logic to ensure the same sort of item is equipped after changing loadouts.
* added logic to ensure the previously used firing mode is used again when respawning/leaving RR/changing loadouts.
* updated GBCharacter
* DestroyInventory() now sets ItemAnimationType to 0, which stops the player standing there holding imaginary rifle/handgun if swapping loadout etc.
* updated GetItemsByItemAssetType() to ensure ItemAssetType is valid before using it.
* ensured SetIsReplicatedByDefault(false); is used for GBEjectComponent, GBFrontSightPostComponent, GBRailComponent & GBRailMountComponent
* added PostRepNotifies() overrides to GBRailComponent GBRailMountComponent & GBSightComponen
* their attachment and transform should never be changed by the server anyway.
* updated GBRailAttachment::OnRep_RailAttachmentReplication()
* uses SetRelativeXXX_Direct() instead of SetRelativeTransform() to bring make it similar to default UE4 attachment replication logic.
* Will hide if not attached correctly.
created aGBMuzzleDevice::OnRep_AttachmentReplication() override.
* does not call parent version of the function.
* only attempts to attach with a valid component and socketname.
* uses SetRelativeXXX_Direct() like parent, but with identity values.
* Will hide if not attached correctly.
* updated GBCharacter
* updated DestroyInventory() to change ItemAnimationType = 0 change to only kick in for servers.
* updated PlayDying() to add some randomness to the roll of dropped items.
* updated GBDroppedItem
* fixed clamped velocities (oops)
* tweaked dampening and velocity values.
* updated BP_Character to hook up old pink-mist style blood.