Post by Invector on Sept 23, 2021 13:40:20 GMT
Shooter 2.6.0 Improvements and Fixes 23/09/2021
- Add New Unarmed Attack A and B animations (now the character move 1 step forward while attacking)
- Add TurnOnSpot animations for the Strafe Locomotion when Rotating Idle in place (all movesets standing and crouch)
- Add New Roll Animation
- Add Bow Reload animation
- Add option 'Keep Aiming when Reloading' in the ShooterManager > Aim tab
- Add Slide on Slope Animation for All Animators
- Add 'RotationMagnitude' as a float parameter on the Animator (all) now used for a better LeanMovement and TurnOnSpot
- Add New Animator Parameter 'CancelReload' to be used to cancel the reload of weapons instead of using the generic parameter 'ResetState'
- Add OnDisableRagdoll Event
- Add New Input Editor with search tool
- Add option 'AlignArmToHitPoint' in the ShooterManager to align the arms IK to look at the hitpoint when close, turn it off to always stay in the same position
- Add more options to use IK on ShooterWeapons, Free or Strafe, idle, walk, run or sprint
- Add Support for Custom IK State for the IK Adjust List (experimental) and overall improvements on the IK System
- Add Custom Fixed Time Step from 30 to 144fps (set to your target framerate for better physics performance)
- Add 'ReceiveFromGlobal' option to the vMessageReceiver component
- Add Shooter Weapon SoundEffects when Equipping, Aiming and Not Aiming
- Improvements on Shooter Weapons NO Inventory prefabs, now it's a variant from the original weapon with a custom script to turn on/off physics
- Improvements on StopMove method more efficient with better performance
- Improvements on the SlopeLimit behavior
- Improvements on the Slide On Slopes behavior
- Improvements on CanAim verification to be smoother and more precise
- Improvements on the GenericAction GetNormalizedTime to be more accurate with animation timing
- Improvements on StepUp, JumpOver and ClimbUp with smooth transitions and match target curve adjustments
- Improvements on the Hipfire system
- Improvements on the vAnimatorTag and vAnimatorStateInfo
- Improvements on ScopeView Behavior and Fix Jitter movement
- Fix Aiming state not return to Default when dying while aiming or scopeview mode
- Fix max friction physics material enabled on edges preventing the controller from sliding down
- Fix Ragdoll getting up with the wrong animation on character with different hips rotation
- Fix CrouchingAiming CameraState
- Fix IK causing weird movements when pausing the game
- Fix IK Adjust unstable elbow hint when moving the gizmos sometimes
- Fix BodySnap not identifying generic bones
- Fix ItemManager OnEquip event being called in the wrong place
- Fix jittering animations when enter, climbing or exiting a Ladder
- Fix jittering movement in the ThrowManager when rotating the character while aiming
- Fix vAnimatorTag 'IgnoreIK' not getting the correct information when the CurrentWeapon is disabled
- Fix Wrong or Missing Animators vTags on some states
- Add New Unarmed Attack A and B animations (now the character move 1 step forward while attacking)
- Add TurnOnSpot animations for the Strafe Locomotion when Rotating Idle in place (all movesets standing and crouch)
- Add New Roll Animation
- Add Bow Reload animation
- Add option 'Keep Aiming when Reloading' in the ShooterManager > Aim tab
- Add Slide on Slope Animation for All Animators
- Add 'RotationMagnitude' as a float parameter on the Animator (all) now used for a better LeanMovement and TurnOnSpot
- Add New Animator Parameter 'CancelReload' to be used to cancel the reload of weapons instead of using the generic parameter 'ResetState'
- Add OnDisableRagdoll Event
- Add New Input Editor with search tool
- Add option 'AlignArmToHitPoint' in the ShooterManager to align the arms IK to look at the hitpoint when close, turn it off to always stay in the same position
- Add more options to use IK on ShooterWeapons, Free or Strafe, idle, walk, run or sprint
- Add Support for Custom IK State for the IK Adjust List (experimental) and overall improvements on the IK System
- Add Custom Fixed Time Step from 30 to 144fps (set to your target framerate for better physics performance)
- Add 'ReceiveFromGlobal' option to the vMessageReceiver component
- Add Shooter Weapon SoundEffects when Equipping, Aiming and Not Aiming
- Improvements on Shooter Weapons NO Inventory prefabs, now it's a variant from the original weapon with a custom script to turn on/off physics
- Improvements on StopMove method more efficient with better performance
- Improvements on the SlopeLimit behavior
- Improvements on the Slide On Slopes behavior
- Improvements on CanAim verification to be smoother and more precise
- Improvements on the GenericAction GetNormalizedTime to be more accurate with animation timing
- Improvements on StepUp, JumpOver and ClimbUp with smooth transitions and match target curve adjustments
- Improvements on the Hipfire system
- Improvements on the vAnimatorTag and vAnimatorStateInfo
- Improvements on ScopeView Behavior and Fix Jitter movement
- Fix Aiming state not return to Default when dying while aiming or scopeview mode
- Fix max friction physics material enabled on edges preventing the controller from sliding down
- Fix Ragdoll getting up with the wrong animation on character with different hips rotation
- Fix CrouchingAiming CameraState
- Fix IK causing weird movements when pausing the game
- Fix IK Adjust unstable elbow hint when moving the gizmos sometimes
- Fix BodySnap not identifying generic bones
- Fix ItemManager OnEquip event being called in the wrong place
- Fix jittering animations when enter, climbing or exiting a Ladder
- Fix jittering movement in the ThrowManager when rotating the character while aiming
- Fix vAnimatorTag 'IgnoreIK' not getting the correct information when the CurrentWeapon is disabled
- Fix Wrong or Missing Animators vTags on some states
MeleeCombat 2.6.0 Improvements and Fixes 23/09/2021
- Add new Unarmed Attack A and B animations (now the character move 1 step forward while attacking)
- Add TurnOnSpot animations for the Strafe Locomotion when Rotating Idle in place (unarmed, holding melee, holding shooter and bow, standing and crouch)
- Add New Roll Animation
- Add Slide on Slope Animation for All Animators
- Add 'RotationMagnitude' as a float parameter on the Animator (all) now used for a better LeanMovement and TurnOnSpot
- Add OnDisableRagdoll Event
- Add New Input Editor with search tool
- Add Custom Fixed Time Step from 30 to 144fps (set to your target framerate for better physics performance)
- Add 'ReceiveFromGlobal' option to the vMessageReceiver component
- Improvements on StopMove method more efficient with better performance
- Improvements on the SlopeLimit behavior
- Improvements on the Slide On Slopes behavior
- Improvements on the GenericAction GetNormalizedTime to be more accurate with animation timing
- Improvements on StepUp, JumpOver and ClimbUp with smooth transitions and match target curve adjustments
- Improvements on the vAnimatorTag and vAnimatorStateInfo
- Fix max friction physics material enabled on edges preventing the controller from sliding down
- Fix Ragdoll getting up with the wrong animation on character with different hips rotation
- Fix BodySnap not identifying generic bones
- Fix ItemManager OnEquip event being called in the wrong place
- Fix jittering animations when enter, climbing or exiting a Ladder
- Add new Unarmed Attack A and B animations (now the character move 1 step forward while attacking)
- Add TurnOnSpot animations for the Strafe Locomotion when Rotating Idle in place (unarmed, holding melee, holding shooter and bow, standing and crouch)
- Add New Roll Animation
- Add Slide on Slope Animation for All Animators
- Add 'RotationMagnitude' as a float parameter on the Animator (all) now used for a better LeanMovement and TurnOnSpot
- Add OnDisableRagdoll Event
- Add New Input Editor with search tool
- Add Custom Fixed Time Step from 30 to 144fps (set to your target framerate for better physics performance)
- Add 'ReceiveFromGlobal' option to the vMessageReceiver component
- Improvements on StopMove method more efficient with better performance
- Improvements on the SlopeLimit behavior
- Improvements on the Slide On Slopes behavior
- Improvements on the GenericAction GetNormalizedTime to be more accurate with animation timing
- Improvements on StepUp, JumpOver and ClimbUp with smooth transitions and match target curve adjustments
- Improvements on the vAnimatorTag and vAnimatorStateInfo
- Fix max friction physics material enabled on edges preventing the controller from sliding down
- Fix Ragdoll getting up with the wrong animation on character with different hips rotation
- Fix BodySnap not identifying generic bones
- Fix ItemManager OnEquip event being called in the wrong place
- Fix jittering animations when enter, climbing or exiting a Ladder
Basic Locomotion 2.6.0 Improvements and Fixes 23/09/2021
- Add TurnOnSpot animations for the Strafe Locomotion when Rotating Idle in place (unarmed, holding melee, holding shooter and bow, standing and crouch)
- Add New Roll Animation
- Add Slide on Slope Animation for All Animators
- Add 'RotationMagnitude' as a float parameter on the Animator (all) now used for a better LeanMovement and TurnOnSpot
- Add OnDisableRagdoll Event
- Add New Input Editor with search tool
- Add Custom Fixed Time Step from 30 to 144fps (set to your target framerate for better physics performance)
- Add 'ReceiveFromGlobal' option to the vMessageReceiver component
- Improvements on StopMove method more efficient with better performance
- Improvements on the SlopeLimit behavior
- Improvements on the Slide On Slopes behavior
- Improvements on the GenericAction GetNormalizedTime to be more accurated with animation timming
- Improvements on StepUp, JumpOver and ClimbUp with smooth transitions and match target curve adjustments
- Improvements on the vAnimatorTag and vAnimatorStateInfo
- Fix max friction physics material enabled on edges preventing the controller from sliding down
- Fix Ragdoll getting up with the wrong animation on character with different hips rotation
- Fix BodySnap not identifying generic bones
- Fix jittering animations when enter, climbing or exiting a Ladder
- Add TurnOnSpot animations for the Strafe Locomotion when Rotating Idle in place (unarmed, holding melee, holding shooter and bow, standing and crouch)
- Add New Roll Animation
- Add Slide on Slope Animation for All Animators
- Add 'RotationMagnitude' as a float parameter on the Animator (all) now used for a better LeanMovement and TurnOnSpot
- Add OnDisableRagdoll Event
- Add New Input Editor with search tool
- Add Custom Fixed Time Step from 30 to 144fps (set to your target framerate for better physics performance)
- Add 'ReceiveFromGlobal' option to the vMessageReceiver component
- Improvements on StopMove method more efficient with better performance
- Improvements on the SlopeLimit behavior
- Improvements on the Slide On Slopes behavior
- Improvements on the GenericAction GetNormalizedTime to be more accurated with animation timming
- Improvements on StepUp, JumpOver and ClimbUp with smooth transitions and match target curve adjustments
- Improvements on the vAnimatorTag and vAnimatorStateInfo
- Fix max friction physics material enabled on edges preventing the controller from sliding down
- Fix Ragdoll getting up with the wrong animation on character with different hips rotation
- Fix BodySnap not identifying generic bones
- Fix jittering animations when enter, climbing or exiting a Ladder