Added – Animations; new character animations (WIP)
Added – Character; ik support
Added – TeamManager; player skins are now set if the ‘SetPlayerSkins’ property is set to true in the GMB
Added – SkyboxAmbientLighting; fake ambient lighting settings (using directional light)
Added – AnimatorEventListener; OnWeapon_Ready event; called when the weapon enters the ready state
Added – Animations; new weapon animations
Added – WeaponMod; defines a weapon mod
Added – Weapon; support for rarity based weapon mods
Added – Audio; setup support for master audio
Added – CharacterAnimator; now plays reload SFX
Added – TeamManager; GetTeam; returns a team via a given index / team id
Added – TeamManager; player skins are now set if the ‘SetPlayerSkins’ property is set to true in the GMB
Added – SkyboxAmbientLighting; fake ambient lighting settings (using directional light)
Added – AnimatorEventListener; OnWeapon_Ready event; called when the weapon enters the ready state
Changed – Character; OnBulletImpact; now uses DPS based damage model
Changed – Weapon; damage is now dps,
Changed – CharacterCombat & CharacterAnimator; support for weapons states (checking, mag remove, mag insert, round loading and cocking)
Changed – CharacterCombat; now waits for the weapon to enter the ready state before setting the weapon as ready to fire
Changed – EntityDamageModel; now automatically configured based on the rig (no manual setup required)
Changed – Character; now correctly looks at where they’re aiming (IK)
Changed – PerkManager; enemy markers are now configurable in the game mode behaviour inspector
Changed – NameTag; behaviour now driven through the NameTags GMB
Changed – CursorManager; now referenced through a static instance
Changed – POICapture; if no capture time is set, it will capture instantly instead of being uncapturable, POI will now be captured when the next tick is < 100 – capture rate
Changed – NetworkConnect; OnServerDisconnect overrides the built-in functionality, destroying the player after de-initializing them with the game mode manager
Changed – CharacterCombat; attempting to reload while your weapon is fully loaded, or you have no ammo, will prompt a ‘check’ of the barrel animation
Changed – Weapon; added remainder of mods to the GetPossibleMods method
Changed – 1_ConnectionSplash; reduced intro video volume by 50%
Changed – Character; exposed movement properties to inspector
Changed – Character; name tags & hud markers are no longer part of the character prefab
Changed – GameModeBehaviours; teams are now checked via their teamId
Changed – TeamManager; now synchronises with the Synchroniser_TeamManager
Changed – Synchroniser_TeamManager; now handles player team sycnrhonisation between server and client
Changed – Bugger; can now pass log severity
Changed – SkyboxAmbientLighting; can now set cycle time for effect, and blend duration
Changed – Character Animator; light assault rifle now shares the heavy assault rifle animation
Changed – CharacterCombat; now waits for the weapon to enter the ready state before setting the weapon as ready to fire
Changed – EntityDamageModel; now automatically configured based on the rig (no manual setup required)
Changed – Character; now correctly looks at where they’re aiming (IK)
Changed – PerkManager; enemy markers are now configurable in the game mode behaviour inspector
Changed – NameTag; behaviour now driven through the NameTags GMB
Changed – CursorManager; now referenced through a static instance
Changed – POICapture; if no capture time is set, it will capture instantly instead of being uncapturable, POI will now be captured when the next tick is < 100 – capture rate
Changed – NetworkConnect; OnServerDisconnect overrides the built-in functionality, destroying the player after de-initializing them with the game mode manager
Fixed – ClientCharacter; wouldn’t initialise HUD
Fixed – Character(Animator); heavy and light assault rifle animations looped equip
Fixed – POICapture; capturing an outpost would prompt duplicate capture notifications
Fixed – Server Browser; player icon no longer covers active player count
Fixed – ClientCharacter; local and remote players could initialise before they had been synchronised
Fixed – Character(Animator); revolver would default to the reload state, re-setup lost exit times
Fixed – CharacterAnimator; weapon set nullrefexception on server
Fixed – Synchroniser_POICapture; removed redundant set dirty call (saves a network message)
Fixed – GameModeManager; removed target rpc call to start gamemode; gamemode start would be called twice; causing events to subscribe twice (caused some strange behaviour)
Fixed – CharacterCombat; one-on-one reloading now generates a new nested transaction id; solves issues where nested transaction aren’t executed as they are seen as dupes
Fixed – UI; missing sprites on radial menu
Fixed – Particles; missing sprites on particle effects (FX volume 1 pack)
Fixed – UI; would throw an unhandled error if a canvas prefab wasn’t assigned
Fixed – Menu; removed duplicate audio listener
Fixed – Animations; combat smg ready animation would indefinitely loop all frames
Fixed – Character; damage model updated with new rig, audio components referenced missing SECTR scripts
Fixed – Character(Animator); heavy and light assault rifle animations looped equip
Fixed – POICapture; capturing an outpost would prompt duplicate capture notifications
Fixed – Server Browser; player icon no longer covers active player count
Fixed – ClientCharacter; local and remote players could initialise before they had been synchronised
Fixed – Character(Animator); revolver would default to the reload state, re-setup lost exit times
Fixed – CharacterAnimator; weapon set nullrefexception on server
Fixed – Synchroniser_POICapture; removed redundant set dirty call (saves a network message)
Fixed – GameModeManager; removed target rpc call to start gamemode; gamemode start would be called twice; causing events to subscribe twice (caused some strange behaviour)
Removed – Old folders and files
Removed – FXHandler; redundant
Removed – Sectr
Removed – Old character model
Removed – TeamMember; now handled by the TeamManager