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4.10

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@Sixze Sixze released this 17 Sep 16:07
· 237 commits to main since this release

This is a maintenance release, mostly only with bug fixes and minor improvements.

Notable Changes

  • Adapted Lyra asset naming conventions.

Animation Blueprint

  • Reworked spine and head rotation logic to make it more reliable and less buggy.
  • Added blocking of look towards the input direction when the character is in the air to prevent head rotation "snap" when changing look sides.
  • Added missing Inertialization animation graph nodes to some animation blueprints.

Character

  • Added blocking of character rotation towards the last input direction after landing to prevent legs from twisting into a spiral while the landing animation is playing.
  • Updated gamepad key bindings.
  • Improved support for different character mesh scales.
  • Fixed the ability to uncrouch under low surfaces.

Camera

  • Added a setting to ignore time dilation in the camera component.
  • Removed the camera component's dependency on the AAlsCharacter class and use ACharacter instead.
  • Removed additional view rotation smoothing and instead use raw view rotation (with network smoothing) in the animation instance and camera component.
  • Disabled camera rotation lag when in first person mode.
  • Improved performance by disabling the camera component on AI characters.
  • Fixed an issue with camera initialization with non-default desired rotation mode.

Other

  • Added L_Grid level.
  • Made some class members protected instead of private for easier customization in inherited classes.
  • Specified an explicit UPROPERTY category for all struct members exposed to blueprints.
  • Replaced the ensure() macro with a less annoying ALS_ENSURE() macro.
  • Replaced the use of the FObjectPtr::IsNull() function with IsValid().
  • Fixed a potential compilation error due to missing GameplayTags module.
  • Fixed potential compilation errors on non-MSVC compilers.
  • Other minor fixes, improvements and refactorings.