Repeated intro
Greetings, For this patch we are introducing a more effective conservation of momentum. So what does this mean? Basically if you are bigger than the bot you hit you should push it with regards to speed and mass (Chassis and turrets have mass but its not exposed to the player) This was somewhat working ok but I went a bit further and stopped the bots from resisting the push if they should be pushed. This really means you don't stop dead when you run into a smaller bot than you now but you do still slow down.
What changed
0 fixes2 additions1 change0 removals
changedI also have gotten a lot of Gamepad work done. This includes being able to remap the bindings completely without need to use a keyboard or mouse. Better navigation for the UI and some other bug fixes related to gamepad.
addedA few more fixes here and there as well. From here on I am mainly working on boss mechanics and new maps and assets to make those maps not feel empty so i hope to have something new out at the start of June (New maps won't be out till release) List of changes below.
addedAdded in logic for movement bump for momentum conservation. -force player always be the bumper meaning it should push bots if it can. (acc is not taken into account at this stage) -Added in a way for the player to push bots, end up using a method of using last input + hit velocity clamped by max speed. this lets the player push small objects around but not the bigger ones a little janky but works well (need to test it on a slower machine though) -Added outline to heads-up Hud elements -Tweaked colors and vibrance of Heads Up elements -Remade Lock-on circle to be thinner and have blend in and out -Fixed issue with boss not waking up correctly -Added logic for push to not include units that don't move -fixed reload on rocket turret to show the reloaded ammo number at the end of the reload cycle. -Fixed an issue where you could reload again while reloading -Fixed rocket smoke effect been culled from pool to early -Added small beep when reload starts -Updated Passive and Active slots to look better -Fix color issues with slots -Tweaked slot color pulse -Tweaked slot layout in loadout -refactored key Selectors -Reworked key binding so that adding new bindings is easy. -Added controller images and logic to display those images where necessary -Fix issue with the controller remapping. It can be done with the controller. -fix game pad navigation in various widgets, main menu, Debriefing & game over. -loading a fit now set the name in the field -save a fit with the same name will now bring up a warning to overwrite the old save. -fixed issues with v-keyboard not been right scale -fixed highlight issues causing color to be set to 0 alpha -Fixed issue where colors wouldn't be loaded in the color painter.
Slag changes
changedI also have gotten a lot of Gamepad work done. This includes being able to remap the bindings completely without need to use a keyboard or mouse. Better navigation for the UI and some other bug fixes related to gamepad.
addedA few more fixes here and there as well. From here on I am mainly working on boss mechanics and new maps and assets to make those maps not feel empty so i hope to have something new out at the start of June (New maps won't be out till release) List of changes below.
addedAdded in logic for movement bump for momentum conservation. -force player always be the bumper meaning it should push bots if it can. (acc is not taken into account at this stage) -Added in a way for the player to push bots, end up using a method of using last input + hit velocity clamped by max speed. this lets the player push small objects around but not the bigger ones a little janky but works well (need to test it on a slower machine though) -Added outline to heads-up Hud elements -Tweaked colors and vibrance of Heads Up elements -Remade Lock-on circle to be thinner and have blend in and out -Fixed issue with boss not waking up correctly -Added logic for push to not include units that don't move -fixed reload on rocket turret to show the reloaded ammo number at the end of the reload cycle. -Fixed an issue where you could reload again while reloading -Fixed rocket smoke effect been culled from pool to early -Added small beep when reload starts -Updated Passive and Active slots to look better -Fix color issues with slots -Tweaked slot color pulse -Tweaked slot layout in loadout -refactored key Selectors -Reworked key binding so that adding new bindings is easy. -Added controller images and logic to display those images where necessary -Fix issue with the controller remapping. It can be done with the controller. -fix game pad navigation in various widgets, main menu, Debriefing & game over. -loading a fit now set the name in the field -save a fit with the same name will now bring up a warning to overwrite the old save. -fixed issues with v-keyboard not been right scale -fixed highlight issues causing color to be set to 0 alpha -Fixed issue where colors wouldn't be loaded in the color painter.
I also have gotten a lot of Gamepad work done. This includes being able to remap the bindings completely without need to use a keyboard or mouse. Better navigation for the UI and some other bug fixes related to gamepad.
The fit save system has had a polish pass, now when you load a fit the name will be entered into the name field. Same names will be asked if you want to replace the fit now too.
A few more fixes here and there as well. From here on I am mainly working on boss mechanics and new maps and assets to make those maps not feel empty so i hope to have something new out at the start of June (New maps won't be out till release) List of changes below.
-Added in logic for movement bump for momentum conservation. -force player always be the bumper meaning it should push bots if it can. (acc is not taken into account at this stage) -Added in a way for the player to push bots, end up using a method of using last input + hit velocity clamped by max speed. this lets the player push small objects around but not the bigger ones a little janky but works well (need to test it on a slower machine though) -Added outline to heads-up Hud elements -Tweaked colors and vibrance of Heads Up elements -Remade Lock-on circle to be thinner and have blend in and out -Fixed issue with boss not waking up correctly -Added logic for push to not include units that don't move -fixed reload on rocket turret to show the reloaded ammo number at the end of the reload cycle. -Fixed an issue where you could reload again while reloading -Fixed rocket smoke effect been culled from pool to early -Added small beep when reload starts -Updated Passive and Active slots to look better -Fix color issues with slots -Tweaked slot color pulse -Tweaked slot layout in loadout -refactored key Selectors -Reworked key binding so that adding new bindings is easy. -Added controller images and logic to display those images where necessary -Fix issue with the controller remapping. It can be done with the controller. -fix game pad navigation in various widgets, main menu, Debriefing & game over. -loading a fit now set the name in the field -save a fit with the same name will now bring up a warning to overwrite the old save. -fixed issues with v-keyboard not been right scale -fixed highlight issues causing color to be set to 0 alpha -Fixed issue where colors wouldn't be loaded in the color painter.
Happy Slagging!