[img]{STEAM_CLAN_IMAGE}/30445865/af133e3659c0aaf84f71c9677233c7e32519a9fc.gif[/img]
[h1]The Armor Update: Part 1[/h1]
Part 1 of a larger armor/vehicle rework for [i]Broke Protocol[/i]. I don't have much to say here. Love working on this game.
[h2]1.44 Changelog[/h2]
[h3]Game Changes:[/h3]
[list]
[*] New per-seat weapon sets and view angles supported
[*] Seat positions can now be parented under other objects like turrets
[*] New TroopCarMG variants with mounted MG
[*] Main battle tanks now have mounted MGs
[*] Fixed some turret desync
[*] Fixed some Alt-Fire issues
[*] Fixed packet spam with flashlights/shields (thanks V-Skies)
[*] Fixed some World Builder item previews
[*] Added new movable gunner stance for seats
[*] View angle limits on many vehicles improved/standardized
[*] Fixed AI bypassing view limits
[*] AI can now fire as passenger using guns or weapon mounts
[*] Fixed furniture removal hack (thanks Alek)
[*] Fixed some broken action menu buttons on furniture
[*] Fixed Light items’ activation tied to day/night cycle (thanks V-Skies)
[*] Updated Pathfinding library
[*] Fixed keybind conflict with Voice and Drop (now J as in Jrop)
[*] Minor Default/War map updates for new vehicles
[*] Fixed broken map loading if a Place has no static objects
[*] Remove some old test logging
[/list]
[h3]API Changes[/h3]
[list]
[*] Many weapon functions now take a seatIndex parameter (player.seat)
[*] ShMountable.GetWeaponVector() => GetWeaponForward(int seatIndex)
[*] ShMountable.HasWeapons => HasWeaponSet(int seatIndex)
[*] ShEntity.Ground => ShEntity.GetGround()
[*] ShPlayer.IsMount(...) => ShPlayer.IsControlledMount(...)
[*] New ShPlayer.ViewAngleLimit => View angle limit for mount/seat/self
[*] New ShPlayer.CanFire()
[*] New ShPlayer.CanAltFire()
[/list]
[h2]Mod Updates[/h2]
[img]{STEAM_CLAN_IMAGE}/30445865/ba849c94f85b5bd52e6ff80e43066783d8498749.png[/img]
[h3]FIREARM PACK[/h3]
The renowned [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3139063317]FIREARM PACK[/url] by sensitisation just updated. That's 45 quality weapon overrides for base weapons.
Part 2 coming later!