CTE Update #5
Things are finally starting to get cleared up on our way to the full 1032 release. Thanks to all those that are reporting bugs/issues and helping us to to get them fixed.
Main items:
BUIS work correctly on weapons with built in front sight posts
Changed rooftop ladder access on Run down to a stairwell
Eyewear showing in first person issues finally fixed (We hope)
A few major fixes/changes to AI settings that make the exposed settings more consitent as well as the AI to react more logically and realistically
Updated/fixed mouse/input sensitivity handling
Laser should behave correctly in all situations now
Fix for offset reticle on SubGuns when using magnifier
Build ID : 7962545
38MB
Build ID : 7962542
87MB
Detailed Changes
Main items:
BUIS work correctly on weapons with built in front sight posts
Changed rooftop ladder access on Run down to a stairwell
Eyewear showing in first person issues finally fixed (We hope)
A few major fixes/changes to AI settings that make the exposed settings more consitent as well as the AI to react more logically and realistically
Updated/fixed mouse/input sensitivity handling
Laser should behave correctly in all situations now
Fix for offset reticle on SubGuns when using magnifier
Build ID : 7962545
38MB
Build ID : 7962542
87MB
Detailed Changes
* Fixed some lighting issues on Arena maps
* Upped r.MaxAnisotropy to 16 for Epic and 8 for High settings
* Adjusted some PP settings in DefaultScalability.ini to help keep things consistent across settings
* Adjusted BUIS LOD distance settings so highest LOD is visible in customization menu
* Changed new ladder entry on Run Down roof to a stairwell
* Ladder was causing all sorts of issues
* Stairs actually make the map flow better
* Fixed various database bugs on Run Down
* Cleaned up some navmesh/door stuff around new roof entry on Run Down
* Toned down reflections a bit in subway floors/walls in City
* Removed eyewear from default kits
* Hopefully helps with being viewed in 1P bug
* Upped muzzle flash light brightness and distance for better look at night
* Fixed wrong material on extended G19 mag
* added hearing and sight threshold properties to the advanced AI settings system
* these can now be adjusted per skill level in DefaultAISettings.ini
* re-enabled the OnTargetThreshold entry in advanced AI settings, as I think this is now properly hooked up?
* also needed hooking up in the blueprint, so might not have been applying properly before
* changed the vb_whatever target bone (not a proper bone) to 'head' (a proper bone)
* fixed bug in DefaultAISettings.ini
* updated GBAIController
* updated GetFocalPointOnActor() to make it clear that it it will use the centre of mass when it can't see something else.
* updated GetFocalPointWithAimError() to use traced collisoin offset instead of Obstructed alpha (which isn't used at the moment)
* updated UpdateControlRotation() to use characters rotation if focal point is not valid.
* updated logic to avoid changing what part an AI aims at constantly.
* changed threshold checks from > to >=
* updated AIReload to use full reload method for non-external mag based firearms (so full reload on shotgun).
* updated BTService_Firearm to use traced collisoin offset instead of Obstructed alpha (which isn't used at the moment)
* GBAISense_Sight::Update() to fix it going through non-seen character parts when determining what part is considered the best to aim at.
* updated GBFirearm::PostInitializeComponents() to fix barrel offset calculations
* This fixes how AI aim, zeroing etc.
* caused due to changing mesh axis from X to Y and missing this bit of math.
* updated GBSightComponent
* forces mag level 1.0 when iron sight, reddot etc.
* updated HasValidSightLine() to look accept a firearms front sight component if blocked by the firearm itself, even not a built in iron sight.
* updated GBCharacter::UpdateSeenParts()
* now sorts parts based on last update time so it'll check all parts, not just the same ones over and over again.
* sets parts last location to trace result, not just the trace end.
* added debugging when using "showdebug aim" in dev build.
* updated mouse / input sensitivity handling
* change MouseSensitivityDefault tp MouseSensitivity
* removed MouseSensitivityEngaged & MouseSensitivityFreelook (no longer needed).
* moved interpolation from GBPlayerCameraManager to GBPlayerController.
* uses 1.0 as target scale when sprinting or freelooking.
* input scaling is applied directly to yaw/pitch values similar to controller scaling.
Feels nicer then changing actual mouse sensitivity on the fly.
* updated GBPlayerController::ClientOnLoadoutApplied_Implementation() to add a call to CleanUpLocalInventory() for clients.
* prevents chicken/egg issue, where the default Loadout may have been applied to character before controller was fully replicated, thus endeding up with client side only unhideable eyewear etc.
* updated BP_GBItemBeamComponent
* adds character to ignored actor list
* offsets beam end position slightly to ensure it doesn't f'off while moving.
* updated BP_opticalSightComponent to not zero pre-modifier optics
* fixes magniifer being offset on SMG's.
* updated DefaultPlayerSettings.ini to reflect changines to sensitivity
* updated GB_GAMEUSERSETTINGS_VERSION from 4 to 5 to ensure all settings are cleared/reset.
* changed upper limit of the sight thresholds in advanced AI settings from 10.0 to 5.0 (some vision retained at 4.0, none seemingly at 5.0)