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This repository was archived by the owner on Jan 5, 2024. It is now read-only.
Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -256,10 +256,18 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- New `AHuman` Lua functions `GetWalkAngle(layer)` and `SetWalkAngle(layer, angle)`, which can be used to read and override walk path rotation of both Legs/Layers respectively. Note that the walk path rotation is automatically updated on each step to match the curvature of the terrain, so this value resets every update.
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- New `AHuman` INI and Lua (R/W) property `ArmSwingRate`, which now controls the arms' walking animation, according to each arm's `IdleOffset`. `1` is the default value, `0` means that the arms stay still.
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- New `Attachable` Lua (R) property `JointPos`, which gets the position of the object's joint in scene coordinates.
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</details>
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<details><summary><b>Changed</b></summary>
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-`ThrownDevice`s will now use `StanceOffset`, `SharpStanceOffset` and `SupportOffset` in the same way as any other `HeldDevice`. In addition, `EndThrowOffset` will be used to set the BG hand position while sharp aiming or throwing.
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-`AHuman` throwing angle will no longer be affected by the rotation of the body.
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- Exposed `MovableObject` property `RestThreshold` to Lua (R/W).
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-`ACRocket`s can now function without a full set of thrusters. This also means that "Null Emitter" thrusters are no longer required for rockets.
/// Gets this AHuman's stride sound. Ownership is NOT transferred!
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float m_BGArmFlailScalar; //!< The rate at which this AHuman's BG Arm follows the the bodily rotation. Set to a negative value for a "counterweight" effect.
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Timer m_EquipHUDTimer; //!< Timer for showing the name of any newly equipped Device.
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std::array<Matrix, 2> m_WalkAngle; //!< An array of rot angle targets for different movement states.
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floatm_FlailArms; //!< Toggles the arm sway when walking.
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floatm_ArmSwingRate; //!< Controls the rate at which this AHuman's arms follow the movement of its legs.
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