More features for CryDesigner, including a new "Exclusive Mode" to give focus to the Designer object you're working on.
Several additional Flow Graph nodes based on community requests.
Completely new AI Modular Behavior Tree setups, designed especially to help understand how the setups work. Four new example MBT scripts will start off with very basic idle behavior, with each new script adding on top of existing behaviors.
Advanced watervolume parameters which will allow you to simulate water displacement based on volume size and object interaction (expanded documentation coming soon).
Spoilerkompletter Changelog:
Fixed
(Sandbox) corpses no longer persist throughout multiple game sessions in Sandbox (CE-198.
Fixed vehicle partially invisible after respawning (CE-1957).
(Particles) Fixed crash when vertex count over limit, and buffer alignment bug.
(CryDesigner) Fixed a bug about remaining side faces while push/pull.
(Particles, Editor) Moving emitter entities no longer spawns multiple emitters.
Fix Undo not working when using terrain painter "Flood" (CE-195.
Fixed it so reserving unbound entities works again (fixes case where a net entity is referenced before it spawns).
Issue with skeleton's memory statistics (CE-1731).
Dynamic water volumes fixes.
(Game) Can't drive tank in multiplayer (CE-1352).
(AISystem) some weapon offset for peeking were missing in the Human AI character.
(AISystem) non-queued signals were causing wait-operations to never finish (CE-1956).
(Scaleform) UIElements instances leaking in editor.
(Flowgraph) Reload in UIEmulator broke Flowgraphs.
(CryDesigner) Made mirrored objects not be able to attend "Merge", "ResetXForm" and "Pivot to Center".
(CryDesigner) Fixed bevel tool bugs.
(CryDeisgner) Fixed bugs causing broken faces in an union operation.
(Game) Grenades don't explode (CE-1333).
Water volumes serialization issue (CE-2046).
(3DEngine) material glow parameter doesn't get updated correctly when triggered via flowgraph (CE-1653).
Apply texture modifiers for vegetation & shadow gen pass (CE-1827).
Advanced watervolume profiler crash in 64bit (CE-2024).
Perforce plug-in: Fix crash if no connection, fix reconnection.
(Renderer) Reset current device context shaders when unbinding resources (CE-2016).
(Particles) Spawn on ParentCollision now works for every collision. Incorporated new fCameraDistanceBias into static bounds. Fixed scaling and speed errors with child particles.
(Sound) Fix for soundlistener getting disabled when using trackview (CE-1912).
(Game) Removed unused Level-tag logic from game-localization (CE-194.
Possible crash on layer hiding/unhiding (CE-1962).
Fixed wrong LODs on composite objects (CE-86).
(ScriptProxy) OnCollision not properly clearing m_hitTable (CE-2006).
Removed rope position forcing in ai/physics mode.
(Game) Fixed physics Impulse parameter not working for Recoil in weapon scripts (CE-201.
Fixed a bug related to missing polygons after moving elements.
Fixes for when MAX_JOINT_AMOUNT for animations is raised above 256. Some previously hardcoded arrays now use the define.
(CryDesigner) Added filling a face based on two unconnected edges.
(Shaders) Fixed issue with Flowmap using incorrect channel in Watervolume shader.
(Particles) fix for incorrect alpha scaling. Reverted some unneeded alpha scale param conversions. Alpha clipping applied to decals as well.
(CryDesigner) Fixed a bug displaying incorrect measurement helper number of a front stair.
(Particles) Fixed sorting errors between particles and other transparent objects, by using proper 3DEngine-set distance (CE-1147).
(Savegame) Unified savegame name, now based on IGame::GetName.
Rifle: Removed unnecessary duplicate SP/MP params. Small tidy of structure. Moved some duplicate values from sub-sections into default section. Removed invalid params. Made tracers visible.
(Physics) Enabled e_DeformableObjects by default (CE-1991).
(Particles) Editor now displays TRangeParam<> doublets in compact Vec2 format.
Strip semi-commas off the end of #pragma statements. Added missing shader compiler DLL.
Changed the bone limit for current gen consoles and PC to 1024 (last gen consoles use the old value of 256).
Behavior Tree visualizer now also shows the Selection Variables.
AI script Human_x.lua now defaults to the "SDK_Grunt_04" behavior tree.
(Assets) Forest update. Added AB particle layers and moved particles. Moved logic into logic layers. Added small steps into some houses. Deleted non-streaming layer and put assets into appropriate layers. Converted some brushes into geomEnt for ropes. Broke up some of the terrain painting with more varied materials.
(Assets) Forest: Moved some objects in the wrong layers. Replaced Cave geometry beams with volumetric beam materials on the lights.
Updated deformable_barrel material.
Readjusted the orientation of the HUD bone to prevent tilting of the onscreen Hud during aim and walk with the Pistol.