What’s up survivors? You here for the latest deets?
-
Crash Fixes:
-
When right clicking an item with an invalid Attachment ID.
-
Used StackLocation instead of Drop Location when dragging a stackable to sub-inventory that already has a compatible stackable in it.
-
Do not de-spawn zombies if players are nearby. Instead, just try again on next timer loop.
-
Tentative fix for door crashing server.
-
-
QOL / Misc Bugfixes
-
SplitStack UI is now positioned correctly in 5.1
-
Set TombStone to adjust location but always spawn, instead of just not spawning.
-
Port 0.7 UI Audio
-
Fix Video settings UI show CINE doesn’t show up! (Sets the wrong expectation.)
-
Fix dropping attachments on weapons. Pass ItemAction Tooltip description to Tooltip overlay.
-
Tooltip will now tell you if you already have that attachment when dragging on top of a weapon.
-
GetPlacement() will now offer why it failed. (Compatability or not enough room.) This is now used for the Tooltip when draggins items to SubInventory items.
-
When dragging an item to a mis-configured sub-inventory item that doesn’t have an inventory, the player will be told there is nowhere to put it, instead of just showing red.
-
Infected: Reorg files, rename, cleanup, refactor clothing into a semi-customizable/randomizable system. Stup basic police, Firefighter, Military, Civilian, Doctor types and populate IS_infected spawn data.
-
Setup context menu to show Tooltip data.
-
DMX-2648 Fix inputs to core gauges re-triggering them immediately. Also, fix On_RepDeathState to be called on the server.
-
DMX-2648 Fix recursive usage of Gauge InputAmount to update the value before calling Upgrade/Downgrade events.
-
DMX-2570 Fix incorrect usage of softref in clothing component from != nullptr into ! .IsNull() (Fixes missing clothing issue.)
-
DMX-111 Fix trading issue where traded item is really large and would not fit in overflow bag. (5x20.)
-
DMX-2661 Move c++ FallDamage to BP Limps system for easy Designer access. Implement Health Damage on FallDamage.
-
DMX-1464 Significantly reduce Held Items/Weapons shaking on screen at far world distances.
-
Alright, that was a lot.
If you read all that, I’d get you some bacon… but wait, what area is that?!
Peace,
Jimmy 🤘
COMMENTS
0 REPLIES
No comments yet. Be the first to comment!