Update 109 is Live on All Branches
Author: [RUST]Grumplestiltskin,
published 1 year ago,
Howdy Folks!
Just a small update this week. We're pushing live to main branch the Alpha we pushed last week that was primarily focused on modifying random generation for Take & Hold (and other game systems that generate random weapons) to better accommodate the presence of large 'families' of objects.
We've kept the changes here small as we'll be incommunicado for the rest of the month, heading across the pond to Reboot Develop Blue in Croatia to give a talk about H3 (and making better VR shooters).
Once we're back in May however we'll be diving right back into new levels, event system work, and who knows what other hijinks.
Have a WONDERFUL rest of your Aprils!
Peace,
Anton
[h2]Full Changelog - Update 109[/h2]
[h3]Additions:[/h3][list]
[*] Added New Metadata field for FVRObjects called ‘Family’ that allows various weapons to be clustered together for the purpose of evening out distribution of weapons in Take & Hold, and any other system using Object Tables.
[*] Added ‘family’ metadata to all relevant firearms (Thanks to DDRandom, Ole and Staryoshi!)
[/list]
[h3]Changes:[/h3][list]
[*] Take & Hold weapon generation now attempts to weight weapons with large variant families as a single weapon. This will continue to be tweaked.
[/list]
[h3]Fixes:[/h3]
[list]
[*] Fixed bug where suppressors that pop off due to not being screwed on enough don’t re-enable mount geo.
[*] Fixed incorrect M1928 fire rate
[*] Fixed Geo hold in MAS 49/56
[*] Fixed missing physics geo on driveway for main building in Grillhouse 2Story
[*] Fixed Mp5 Shadow selector switch rotation settings
[*] Fixed Mac11 stock movement range
[*] Fixed Toz81 spawning logic
[*] Fixed Sako85 suppressed sound
[*] FINALLY fixed CBJMS metadata bug
[*] Fixed Attachable Tube fed carrier animation bugs
[*] Fixed Attachable Tube fed round ejection points
[/list]