An room-scale VR arena swordfighting experience featuring one-on-one fencing with AI opponents.
-Weapon ribbon particles now get skipped when whooshes get skipped, so shouldn't get ribbon effects on teleport
-Weapons without owners now won't do damage if they were last dropped more than 2 seconds ago (should fix the occasional issue where a sword lying on the ground does damage to somebody).
-Weapons now skip hits for a bit after AI picks them up (because there is a positional snap that can count as a hit against the player.)
-Held swords should no longer get stuck on each other when teleporting while dual wielding.
-Made sword velocities a bit more forgiving (i.e. you need to swing/stab less hard to get a hit)
-On Vive, picking up weapons now works by holding the trigger down, rather than pressing once to pick up and again to drop/throw. If this fatigues your trigger finger, you can use the menu button on the Vive controller to lock the held weapon to your hand. While it's locked, the trigger won't drop it. Press it again to drop the weapon. This is to address the issue some users have had where tensing their hand during a sword swing would result in an accidental trigger press/sword drop. Awkward.
More to come, and feedback welcome, especially on that last thing. Opinions vary a lot on that one. On the Rift/Touch, the pickup behaviour hasn't been changed because nobody seems to have fatigue when gripping on that controller.
EDIT: Got a second update going up here:
-Upgraded engine to UE4.15, which supports dynamic shadows with forward renderer. Torches cast dynamic shadows now
-New engine version also has a new tonemapper, game looks a bit different. Looks good I reckon. Feedback welcome.
-Various other bug fixes I forgot to document as I went.
-You can now pickpocket an NPC's weapon as long as they were unaware of your presence. This includes the first guy.