Early Access Update 39 is Live!
Author: [RUST]Grumplestiltskin,
published 7 years ago,
Howdy Folks!
Devlog video here:
https://www.youtube.com/watch?v=PqHCQavQ_Sc
Well here it is, after about 10 months of being requested, a Gun Saving system. *ducks* I know that took far far too long to do, but truth be told, back when I built the initial firearm attachments system in H3 (the super janky first rev of it anyway), I really didn't know how to do the sort of scriptable object/database manipulation required to make it work. I could rant for days on all I've learned in that time however, so the time was right to finally make it happen.
One of the side-effects of this system is that I now have some much cleaner meta-data connections between objects / weapons / cartridges / etc. so I'll be able to build richer events to use in M.E.A.T.S. as well as the.... other thing I'm working on that you folks will have a to wait a while to hear about :-P The refactor of the attachment system also made things far more reliable and clean, which I really needed to do before my next big attachment push, namely making the AK-style rails an actual modular system (instead of the permanently welded-on one on the Bizon and AKM).
I hope you folks end up growing to enjoy the Rhino revolvers as much as I have. They've got an almost... deus-ex-ee feel to them, and I love how the Rhino-60 looks with a reflex on top, and a laser+flashlight on the under side. Totally going to be my sidearm of choice going forward.
Anywho, without further ado, here's the full changelog for the update. Let me know if you folks run into any issues!!
Peace,
Anton
Update Notes
Additions:
[list]
[*]Added New Firearm: Commando 552 Carbine (5.56x45mm)
[*]Added New Firearm Set: Rhino Revolver 60, 50, 40, 20DS (.357 Magnum)
[*]Added New Speedloader: .357 Magnum 6-shot
[*]Added New System: Firearm VAULT in Item Spawner. Scan configured guns into system and retrieve them later! Available in the Upper right corner of the Item Spawner. Please only have one gun on the plinth at a time for scanning (or it will just pick a random one).
[*]Added New Locomotion Option: Front-facing style Teleport (in advanced teleport options). It functions as a two-stage teleport. You first pick your point, then the point relative to it you wish to be facing.
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Changes:
[list]
[*](Attachment System) Rail adapters that currently have attachments on them can now NOT be unmounted. Please detach anything attached to them first. This is to prevent both a recurring physics/parenting crash and some corner cases of lost references.
[*](Attachment System) Made internal changes to transformation parenting for attachments. This should cause a minor performance increase for all firearms with attachments.
[*]Rail Extender added to fore of Mk 17 (was created for the gun initially by Niklas, but I forgot to add it)
[*]Tactical Flashlight now has alternate (detective style) pose. Toggle to it using the trigger.
[*]Handgun two-hand recoil damping now occurs when alt hand is holding a magazine or flashlight
[*]Revolvers now recoil-damp just like handguns (when 2nd hand is near primary, while empty, or holding mag/flashlight)
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Removals:
[list]
[*]Ammo Boxes have been removed from the game for performance/resource usage reasons. They will possibly be reimplemented at a future data in a more efficient and reliable way.
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Fixes:
[list]
[*]Fixed Sparkler not showing up in Fireworks section of Item Spawner
[*]Famas F1 Reclassified to ‘Assault Rifle’ (as it should have been)
[*]Fixed missing brass impact/ejections sounds for 5.56 rounds
[*]Fixed Trigger-Up detection for freshly picked up objects that was causing primed Revolvers to discharge upon being picked up.
[*]Fixed incorrect velocity sampling for Revolver cylinder and spinning when player rig was rotated
[*]Fixed Invisible Dynamite issue (was an LOD bias/culling issue)
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