Post news Report RSS Hatchet Monthly Update September 2018

A busy month IRL, but a slow one development side. Here's what got done: -Added a new model for explosive shuriken projectiles, and explosive shuriken ammo -Ran experiments with automatic recoil recovery during cease fire, but in execution, it wasn't at home. -Added lower animations for when weaponry is too close to walls *Range of "too close" is based on the weapon's size, and scales appropriately [More in full post]

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A busy month IRL, but a slow one development side. Here's what got done:
-Added a new model for explosive shuriken projectiles, and explosive shuriken ammo
-Ran experiments with automatic recoil recovery during cease fire, but in execution, it wasn't at home.
-Added lower animations for when weaponry is too close to walls
*Range of "too close" is based on the weapon's size, and scales appropriately
*Aiming down sights, firing, reloading, and so forth will override attempts to lower or stay lowered
-Fixed jam animation using wrong frames on a pair of weapon overlays
-Slight cleanup on 3d math used by pawns.
-Code optimization and performance improvements, related to empty animations and magazine updates.
-Fixed a mesh hole in the Hatchet's 3rd and pickup view models.
-Made reload times displayed account for animation times on certain weapons.
-Raised M460 reload time slightly, to stop it from reloading too quickly compared to the B3SAS.
-Lowered NP7's reload time, in-line with animation measurements that were made.

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