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Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -84,6 +84,14 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- New `Actor` INI and Lua (R/W) property `PainThreshold`, which determines how much damage this actor must take in a frame to play their `PainSound`. This can be set to 0 to never manually play the sound. Defaults to 15.
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- New `AHuman` INI and Lua (R/W) property `MaxWalkPathCrouchShift`, which determines how much the actor will automatically duck down to avoid low ceilings above them. This can be set to 0 to never duck. Defaults to 6.
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- New `AHuman` INI and Lua (R/W) property `MaxCrouchRotation`, which determines how much the actor will rotate when ducking to avoid low ceilings above them. This can be set to 0 to never duck. Defaults to a quarter of Pi * 1.25 (roughly 56 degrees).
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- New `AHuman` Lua (R/W) property `CrouchAmountOverride`, which enforces that the actor crouch a certain amount, where 0 means fully standing and 1 is fully crouching. This override can be disabled by setting it to -1.0.
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- New `AHuman` Lua (R) property `CrouchAmount`, which returns how much the actor is crouching, where 0 means fully standing and 1 is fully crouching.
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- New `MOPixel` INI and Lua (R/W) property `Staininess`, which defines how likely a pixel is to stain a surface when it collides with it. Staining a surface changes that surface's `Color` to that of this `MOPixel`, without changing the underlying material. Value can be between 0 and 1. Defaults to 0 (never stain).
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- New `Activity` INI and Lua (R/W) property `AllowsUserSaving`, which can be used to enable/disable manual user saving/loading. This defaults to true for all `GAScripted` with an `OnSave()` function, but false otherwise. Lua `ActivityMan::SaveGame()` function now forces a save even if `AllowsUserSaving` is disabled. This allows mods and scripted gamemodes to handle saving in their own way (for example, only allowing saving at set points).
/// Gets this AHuman's stride sound. Ownership is NOT transferred!
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/// </summary>
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ProneState m_ProneState;
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// Timer for the going prone procedural animation
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Timer m_ProneTimer;
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// The maximum amount our walkpath can be shifted upwards to crouch and avoid ceilings above us
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float m_MaxWalkPathCrouchShift;
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// The maximum amount we will duck our head down to avoid obstacles above us.
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float m_MaxCrouchRotation;
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// The script-set forced crouching amount. 0.0 == fully standing, 1.0 == fully crouched, -1 == no override.
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float m_CrouchAmountOverride;
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// Limb paths for different movement states.
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// [0] is for the foreground limbs, and [1] is for BG.
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LimbPath m_Paths[2][MOVEMENTSTATECOUNT];
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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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Vector m_WalkPathOffset;
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float m_ArmSwingRate; //!< Controls the rate at which this AHuman's Arms follow the movement of its Legs while they're not holding device(s).
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float m_DeviceArmSwayRate; //!< Controls the rate at which this AHuman's Arms follow the movement of its Legs while they're holding device(s). One-handed devices sway half as much as two-handed ones. Defaults to three quarters of Arm swing rate.
Copy file name to clipboardExpand all lines: Entities/AtomGroup.h
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@@ -289,8 +289,9 @@ namespace RTE {
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/// <param name="restarted">Pointer to a bool which gets set to true if the LimbPath got restarted during this push. It does NOT get initialized to false!</param>
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/// <param name="affectRotation">Whether the forces created by this should have rotational leverage on the owner or only have translational effect.</param>
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/// <param name="rotationOffset">The position, relative to the owning actor's position, that we should rotate around.</param>
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/// <param name="rotationOffset">The positional offset to apply to our limb path.</param>
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/// <returns>Whether the LimbPath passed in could start free of terrain or not.</returns>
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