![]() Now when in a vehicle the map’s player marker will point in the direction of the vehicle and the compass will be pointing in the correct direction in both first and third person perspectives. This week I’ve been working on vehicles mostly, first up was fixing a range of bugs dealing with the new map system. We will for now only be using the one arrow that I previously completed. We made a change to the plan of making an arrow per set. ![]() I’ll do the ‘Rest’ which the arrow sits on tomorrow and then onto the Riser for the 3rd set. This set has a more mechanical feel and looks a bit more mad max-ish. This set sports fibreglass (glass wool) limbs with galvanized tin reinforcements and a rubber recoil enhancer. Yo! I completed another set of limbs for the Recurve Bow this week. I also fixed an annoying bug where you couldn’t place a single door and wall at right angles to each other in an independent order, which I’m sure everyone who’s tried to place the single door has encountered. This will change raiding a bit, but make things a lot more consistent. Previously, we just eyeballed that value, but with a few quick changes we can now have a much more accurate method of dispersing damage across a structure. In terms of how this works exactly, when an explosion raycast hits a piece of a building, it’s damage is scaled based on the volume of that mesh. But it does mean that we can figure out some exact values where previously we were just eyeballing stuff. Did you know that it’s actually trivial to calculate the exact volume of an arbitrary mesh? Chalk that one up to “things that excite programmers and nobody else”. I also took a look at improving the explosion simulation, after reading this paper the other day. Behaviour around disconnecting and reconnecting while dead should be a lot more consistent. This slightly mitigates the defender advantage, as well as the offense if they have built a raiding respawn point outside the base. ![]() This is intended to make pushing into an actively defended base easier, as killing a defending player repeatedly will increase their spawn fatigue and give the attackers more time to push. As in legacy, respawning at a stake will add a small debuff to your respawn time. I also re-implemented a few spawn features that had fallen to the wayside, such as spawn fatigue. The journey to reclaim your lost loot is already pretty risky, so this should give you a bit more of a home advantage. Y our death marker is now tied to your death loot, so you’ll be able to see if another player snatches it up as the marker will disappear. As with all polish work, there’s not really a tonne of awesome stuff to show, apart from things just being a nicer and better structured. Heya folks! This week I’ve finished up on improving the internal spawning architecture and the spawn window, and fixed some stuff relating to user interface focus control (edge of your seat stuff!).
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