[h3]Hello there [b]protozed[/b] fans & friends![/h3]
Recently, I noticed some performance hiccups so the past couple of months have been lots of optimizations. I know I know, it's not terribly exciting but the good news is - were back up to 90+ fps. Anyways, here are the updates:
[img]https://i.imgur.com/mvUzZs0.gif[/img]
[h3]Physics-based animations for zeds are now in place. It's small but it gives a little more life to the animations. You can see what I mean in his arms as the zed is knocked back.[/h3]
[img]{STEAM_CLAN_IMAGE}/43802547/f9eca11fc477234c01fc076f852d65fe8c338b1d.gif[/img]
[h3]Interaction/looting mechanics SFX and animation[/h3]
[img]{STEAM_CLAN_IMAGE}/43802547/6a2533149bd140176851c75ee903d658cff78aad.png[/img]
I've added a dedicated “constructed” collision channel. This allows for unreal's PCG framework to properly place foliage types inside/outside of houses.
Also, this further enhances the masking tech I've implemented for reducing draw calls. This was mentioned in the last post but for anyone interested, here is a diagram of how that works. The blue spaces are defined per inside instance custom data. All three wall sections are the same mesh and material :
[img]{STEAM_CLAN_IMAGE}/43802547/b0c71f2821da4d7a34d8a0cff28463d78b2e0743.png[/img]
[i]Other:[/i]
[list]
[*] Up until recently, the damage value from melee and projectiles has been static. Now, this can be dynamically driven by weapon attributes
[*] WIP - automated dirt/gunk mask placement on constructed surfaces
[*] refactored for loot generation to be completely driven by lua
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[b]What's next?[/b]
[list]
[*] Many of the loot tables and items are already in place. Tags/Name assignments to world objects are required to properly generate the loot. This will be a primary focus over the next couple of months.
[*] Loot generation for zed corpses
[*] I like how the zeds react to being hit. It feels right but player animations are a bit lacking.
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[h3]As always, thank you for your continued support![/h3]