Update 74 is Now Live!
Author: [RUST]Grumplestiltskin,
published 5 years ago,
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/18966105/f8bd82127045e7716dcbb806e97414ead5b566fa.png[/img]
Howdy Folks!
https://www.youtube.com/watch?v=AXyLuanSnz8
We’ve got another ‘nuts and bolts’ kind of update for you folks this week. I’ve had more time to really play around with the recent locomotion additions on a bunch of platforms, tune things as needed, fix some oversights. We’re thankfully now at the stage where things have ‘stabilized’ again after the mess that’s always made integrating new platform logic branches and locomotion options. It’s funny, I always get SUPER self conscious about doing these types of updates (where there’s no really sexy new toy, just a lot of ‘functional’ changes. They’re very much neccesary though.
Rift S users, I’m deeply sorry it took us this long to get you controller models. Some new internal branching was needed to differentiate ‘controller display mode’ and ‘controller functional mode’, and it wasn’t ‘safe’ to do that until now, to make sure I didn’t break anything in the process with that change.
As for everyone who told me in the past ‘yo the lever action controls are whack, you should do something about it’, sooooorry it took me so long to get around to what should have been an obvious change in retrospect. To summarize the changes: The trigger on the forward hand no longer has to be held to work the action, however, the action now locks closed after the hammer is cocked. This should prevent moments where you work the action, it closes, and then _slightly_ opens before firing due to controller rotation. You can still continue to freely work the action by pressing the trigger (in the old style) if you need to empty the firearm without firing however.
As for everything else, the movement options, the throwing changes, please let me know if you folks run into any issues with it! Most of it is pure-code change, so pushing a hotfix in the event I broke something small isn’t too bad :-)
Anywho, hope y’all have a wonderful weekend!
Cheers,
Anton
Changelog - Update 74
Additions:
- Added [a secret. The players of Ricky may find it]
- Added New Ammo SubTypes: .45ACP +PFMJ, +PJHP, +PAPI
- Added New Controller Model: Rift S
- Added New Control: Twin-stick mode now triggers Jump on rightstick Down-flick/Click
- Added New System: Player ‘Catcher’. Player should now respawn at their starting point in a scene if they fall off the world.
- Added New Option: Twinstick Left/Right Stick Handedness
- Added New Option: Haptic Buzz can now be disabled (in control options)
- Added New Option: Grab Style Option expanded to include overrides for both Oculus and Vive style
Changes:
- Altered throwing linear velocity to utilize a weighted multi-sample average. This should improve throwing experience for all platforms (both de-noising the direction vector, and providing throwing stability)
Thowing linear velocity now takes into inertia of player.
- Altered and clamped Center of mass calculation for composite objects. This should prevent vibrating instability when affixing foreward/rearward attachments on small firearms.
- [Proving Ground] Red Team Meat Fortress Sosigs can now be spawned from spawn panel
- Lever actions no longer require trigger on forward hand to be held to cycle.
- Lever actions now have their breach lock shut when hammer is cocked.
- Lever actions can be freely opened/shut whehn holding down the trigger on the forward hand.
Fixes:
- Fixed Wurstwurld music loading settings. This should result in _much_ faster loading times.
- Fixed Ejection Distance of cartridges for all Double-Action Revolvers. Cartridges should no longer ‘explode’ out of the cylinder.
- Vive and Rift in TwinStick mode now have functional ‘right stick/touchpad forward == sprint’ when enabled
- Fixed Health Powerups not triggering on pickup
- POSSIBLY fixed the crash that occurs sometimes shooting the Wooden hotdog targets
- [Meat Fortress] Syringe Gun now (correctly) does not have a muzzle flash particle effect
- [Meat Fortress] Fixed Melee Impact volume and refire time for all Meat Fortress Melee weapons
- [Meat Fortress] Fixed Neglegent discharge issue with Sticky launcher being pulled from quickbelt slot
- [Meat Fortress] Fixed Sniper Rifle Trigger animation offset