Post by Invector on Feb 3, 2021 14:22:20 GMT
Shooter 2.5.6 IMPROVEMENTS 03/02/2021
- Add New Character Creator Window (Now uses a Template Prefab already set up, easier to replace a 3D Model)
- Add Option to use a GameControllerExample in the Character Creator Window
- Add Option to use a Inventory Prefab and ItemListData in the Character Creator Window (Melee & Shooter)
- Add Option to use a MeleeCombat when Creating a Shooter Controller
- Add BodySnap and SnapToBody now comes standard on each Controller Template to handle attachments
- Add Toggle Walk Input option (PC Only - CapsLock by default)
- Add Footstep option to Play Manually instead of the OnTriggerEnter, ex: call the method 'PlayFootStep' on Animation Events to have precise footstep sounds
- Add ResetCameraAngle method in the vThirdPersonInput
- Add ResetAngle method in the vThirdPersonCamera
- Add Option to Use Slide and Use StepOffsetSet
- Add GroundDetectionDistance for the CheckGround
- Add Options to use Melee Attacks and Defense while the weapon is holstered or equipped (see ShooterManager)
- Add Options to Aim, Shot and Hipfire when immediately drawing a Shooter Weapon (see DrawHideWeapon)
- Add Options to Weak, Strong and Block when immediately drawing a Melee Weapon (see DrawHideWeapon)
- Add 'ReturnToLastState' method for the DrawHideWeapons (for ex: holstering a weapon and throwing a grenade won't equip the weapon again after throwing it)
- Add 'Aim Holding Button' to ThrowManager
- Add 'Finish Throw' Event to ThrowManager
- Add 'SetIKAdjustList' method to change a IKAdjustList via Events
- Add 'vSetWeaponIKSettings' component to change the IK Settings of a Shooter Weapon via Events
- Add Events(onStartUpdateIK,onFinishUpdateIK) and Aim position access to vIShooterIKController interface
- Add Dual Sword example for the Melee demo scene
- Add OnStartReceiveDamage Event allowing to know the damage before taking the damage, this allows for damage modifications like damage resistance
- Improved AmmoDisplay to display '∞' infinite symbol when the ShooterWeapon is set to Infinity Ammo
- Improved Class vThirdPersonCamera is now Virtualized for overrides
- Improved vThirdPersonMotor PhysicsMaterials Routine
- Improved CheckGround and DisableCheckGround Routines
- Changed vRifle Special Edition now contains example of Infinity Ammo and PowerCharge Projectiles
- Removed Secundary Shot
- Fix missing scripts in the Mobile Add-on package
- Fix Snap to Body not registering the bone correctly
- Fix 2.5D dark demo scenes due to missing lightmap
- Fix Shooter No Inventory LockOn missing a canvas
- Fix AimCanvas not drawing big texts (best fit)
- Fix Controller stopping while airborne when the InputSmooth reaches zero
- Fix null error when not using an audio source prefab to a Shooter Weapon
- Fix IK Adjustment Handlers not drawing on Unity 2020
- Add New Character Creator Window (Now uses a Template Prefab already set up, easier to replace a 3D Model)
- Add Option to use a GameControllerExample in the Character Creator Window
- Add Option to use a Inventory Prefab and ItemListData in the Character Creator Window (Melee & Shooter)
- Add Option to use a MeleeCombat when Creating a Shooter Controller
- Add BodySnap and SnapToBody now comes standard on each Controller Template to handle attachments
- Add Toggle Walk Input option (PC Only - CapsLock by default)
- Add Footstep option to Play Manually instead of the OnTriggerEnter, ex: call the method 'PlayFootStep' on Animation Events to have precise footstep sounds
- Add ResetCameraAngle method in the vThirdPersonInput
- Add ResetAngle method in the vThirdPersonCamera
- Add Option to Use Slide and Use StepOffsetSet
- Add GroundDetectionDistance for the CheckGround
- Add Options to use Melee Attacks and Defense while the weapon is holstered or equipped (see ShooterManager)
- Add Options to Aim, Shot and Hipfire when immediately drawing a Shooter Weapon (see DrawHideWeapon)
- Add Options to Weak, Strong and Block when immediately drawing a Melee Weapon (see DrawHideWeapon)
- Add 'ReturnToLastState' method for the DrawHideWeapons (for ex: holstering a weapon and throwing a grenade won't equip the weapon again after throwing it)
- Add 'Aim Holding Button' to ThrowManager
- Add 'Finish Throw' Event to ThrowManager
- Add 'SetIKAdjustList' method to change a IKAdjustList via Events
- Add 'vSetWeaponIKSettings' component to change the IK Settings of a Shooter Weapon via Events
- Add Events(onStartUpdateIK,onFinishUpdateIK) and Aim position access to vIShooterIKController interface
- Add Dual Sword example for the Melee demo scene
- Add OnStartReceiveDamage Event allowing to know the damage before taking the damage, this allows for damage modifications like damage resistance
- Improved AmmoDisplay to display '∞' infinite symbol when the ShooterWeapon is set to Infinity Ammo
- Improved Class vThirdPersonCamera is now Virtualized for overrides
- Improved vThirdPersonMotor PhysicsMaterials Routine
- Improved CheckGround and DisableCheckGround Routines
- Changed vRifle Special Edition now contains example of Infinity Ammo and PowerCharge Projectiles
- Removed Secundary Shot
- Fix missing scripts in the Mobile Add-on package
- Fix Snap to Body not registering the bone correctly
- Fix 2.5D dark demo scenes due to missing lightmap
- Fix Shooter No Inventory LockOn missing a canvas
- Fix AimCanvas not drawing big texts (best fit)
- Fix Controller stopping while airborne when the InputSmooth reaches zero
- Fix null error when not using an audio source prefab to a Shooter Weapon
- Fix IK Adjustment Handlers not drawing on Unity 2020
MeleeCombat 2.5.6 IMPROVEMENTS 03/02/2021
- Add New Character Creator Window (Now uses a Template Prefab already set up, easier to replace a 3D Model)
- Add Option to use a GameControllerExample in the Character Creator Window
- Add Option to use a Inventory Prefab and ItemListData in the Character Creator Window (Melee & Shooter)
- Add BodySnap and SnapToBody now comes standard on each Controller Template to handle attachments
- Add Toggle Walk Input option (PC Only - CapsLock by default)
- Add Footstep option to Play Manually instead of the OnTriggerEnter, ex: call the method 'PlayFootStep' on Animation Events to have precise footstep sounds
- Add ResetCameraAngle method in the vThirdPersonInput
- Add ResetAngle method in the vThirdPersonCamera
- Add Option to Use Slide and Use StepOffsetSet
- Add GroundDetectionDistance for the CheckGround
- Add Options to use Melee Attacks and Defense while the weapon is holstered or equipped (see ShooterManager)
- Add Options to Weak, Strong and Block when immediately drawing a Melee Weapon (see DrawHideWeapon)
- Add 'ReturnToLastState' method for the DrawHideWeapons (for ex: holstering a weapon and throwing a grenade won't equip the weapon again after throwing it)
- Add Dual Sword example for the Melee demo scene
- Add OnStartReceiveDamage Event allowing to know the damage before taking the damage, this allows for damage modifications like damage resistance
- Improved Class vThirdPersonCamera is now Virtualized for overrides
- Improved vThirdPersonMotor PhysicsMaterials Routine
- Improved CheckGround and DisableCheckGround Routines
- Fix missing scripts in the Mobile Add-on package
- Fix Snap to Body not registering the bone correctly
- Fix 2.5D dark demo scenes due to missing lightmap
- Fix Controller stopping while airborne when the InputSmooth reaches zero
- Add New Character Creator Window (Now uses a Template Prefab already set up, easier to replace a 3D Model)
- Add Option to use a GameControllerExample in the Character Creator Window
- Add Option to use a Inventory Prefab and ItemListData in the Character Creator Window (Melee & Shooter)
- Add BodySnap and SnapToBody now comes standard on each Controller Template to handle attachments
- Add Toggle Walk Input option (PC Only - CapsLock by default)
- Add Footstep option to Play Manually instead of the OnTriggerEnter, ex: call the method 'PlayFootStep' on Animation Events to have precise footstep sounds
- Add ResetCameraAngle method in the vThirdPersonInput
- Add ResetAngle method in the vThirdPersonCamera
- Add Option to Use Slide and Use StepOffsetSet
- Add GroundDetectionDistance for the CheckGround
- Add Options to use Melee Attacks and Defense while the weapon is holstered or equipped (see ShooterManager)
- Add Options to Weak, Strong and Block when immediately drawing a Melee Weapon (see DrawHideWeapon)
- Add 'ReturnToLastState' method for the DrawHideWeapons (for ex: holstering a weapon and throwing a grenade won't equip the weapon again after throwing it)
- Add Dual Sword example for the Melee demo scene
- Add OnStartReceiveDamage Event allowing to know the damage before taking the damage, this allows for damage modifications like damage resistance
- Improved Class vThirdPersonCamera is now Virtualized for overrides
- Improved vThirdPersonMotor PhysicsMaterials Routine
- Improved CheckGround and DisableCheckGround Routines
- Fix missing scripts in the Mobile Add-on package
- Fix Snap to Body not registering the bone correctly
- Fix 2.5D dark demo scenes due to missing lightmap
- Fix Controller stopping while airborne when the InputSmooth reaches zero
Basic Locomotion 2.5.6 IMPROVEMENTS 03/02/2021
- Add New Character Creator Window (Now uses a Template Prefab already set up, easier to replace a 3D Model)
- Add Option to use a GameControllerExample in the Character Creator Window
- Add Option to use a Inventory Prefab and ItemListData in the Character Creator Window (Melee & Shooter)
- Add BodySnap and SnapToBody now comes standard on each Controller Template to handle attachments
- Add Toggle Walk Input option (PC Only - CapsLock by default)
- Add Footstep option to Play Manually instead of the OnTriggerEnter, ex: call the method 'PlayFootStep' on Animation Events to have precise footstep sounds
- Add ResetCameraAngle method in the vThirdPersonInput
- Add ResetAngle method in the vThirdPersonCamera
- Add Option to Use Slide and Use StepOffsetSet
- Add GroundDetectionDistance for the CheckGround
- Add OnStartReceiveDamage Event allowing to know the damage before taking the damage, this allows for damage modifications like damage resistance
- Improved Class vThirdPersonCamera is now Virtualized for overrides
- Improved vThirdPersonMotor PhysicsMaterials Routine
- Improved CheckGround and DisableCheckGround Routines
- Fix missing scripts in the Mobile Add-on package
- Fix Snap to Body not registering the bone correctly
- Fix 2.5D dark demo scenes due to missing lightmap
- Fix Controller stopping while airborne when the InputSmooth reaches zero
- Add New Character Creator Window (Now uses a Template Prefab already set up, easier to replace a 3D Model)
- Add Option to use a GameControllerExample in the Character Creator Window
- Add Option to use a Inventory Prefab and ItemListData in the Character Creator Window (Melee & Shooter)
- Add BodySnap and SnapToBody now comes standard on each Controller Template to handle attachments
- Add Toggle Walk Input option (PC Only - CapsLock by default)
- Add Footstep option to Play Manually instead of the OnTriggerEnter, ex: call the method 'PlayFootStep' on Animation Events to have precise footstep sounds
- Add ResetCameraAngle method in the vThirdPersonInput
- Add ResetAngle method in the vThirdPersonCamera
- Add Option to Use Slide and Use StepOffsetSet
- Add GroundDetectionDistance for the CheckGround
- Add OnStartReceiveDamage Event allowing to know the damage before taking the damage, this allows for damage modifications like damage resistance
- Improved Class vThirdPersonCamera is now Virtualized for overrides
- Improved vThirdPersonMotor PhysicsMaterials Routine
- Improved CheckGround and DisableCheckGround Routines
- Fix missing scripts in the Mobile Add-on package
- Fix Snap to Body not registering the bone correctly
- Fix 2.5D dark demo scenes due to missing lightmap
- Fix Controller stopping while airborne when the InputSmooth reaches zero