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Nouvelle maj OKLM - 10 messages, 3132 vues
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1er message
Par sna - 16/09/2015 01:04:17
[ ANIMATION / GAMEPLAY ]
– Replaced all player body animations (Existing character models retained for demo compatibility)
– Replaced all world model weapon animation
– Updated shared player skeleton
– Re-rigged all player model geometry and player scaffold animation
– Updated animation networking to continually synchronize animation state instead of periodically latching
– Player animation sequence selection is now server-initiated
– Added new player states including bomb defusal and ladder climb poses
– Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
– Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
– Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
– Added support for arbitrary numbers of articulated mechanical parts on world weapon models
– Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
– Added physics motion to holstered attachment weapon locations
– Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
– Replaced shared hitboxes with new capsule-based set
– Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
– Ragdolls now assume more exact pose of their parent player on physics init
– Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
– Enabled support for dynamic player animation layer re-ordering
– Sequence blendlayers now correctly contribute to computed cyclerate
– Added defuser cables and multimeter model
– Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
– Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata
[ UI ]
– Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
– Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
– Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers
[ RENDERING ]
– Fixed improper stencil state in glow pass rendering
[ GAMEPLAY ]
– Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position
– M4A1-S:
— Reduced price
— Reduced armor penetration
— Reduced ROF
— Increased base spread
– Zeus x27
— Reduced price to $100
– Dual Berettas
— Increased armor penetration
— Increased range modifier
[ GOTV ]
– Added viewmodel position lerp to gotv camera transitions
[ OVERWATCH ]
– Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).
Réponse #2
Par Gamesflo - 16/09/2015 01:07:15
Merci pour l'info ! Je me demandais pourquoi il y avait une nouvelle maj ;)
Réponse #3
Par MAJIID - 16/09/2015 01:12:07 - Modifié le 16/09/2015 01:13:42
c'est moi ou les nouvelle animation des skin roule du cul ? ...

edit: oublié un mot
Réponse #4
Par n1ty - 16/09/2015 01:12:56
c'est moi ou les nouvelle skin roule du cul ? ...

lol
Réponse #5
Par AngA - 16/09/2015 02:12:07
c'est moi ou les nouvelle animation des skin roule du cul ? ...

edit: oublié un mot


On c'est tous dit pareil sur Ts... X)
Réponse #6
Par EMYOR - 16/09/2015 02:15:30
le spray m4a1-s dégueulasse, le mec accroupi fait presque la même taille qu'un mec debout et puis la technique du crabe....
Réponse #7
Par ExTaZz7 - 16/09/2015 03:23:35
le cut en main et accroupi c'est pas mal aussi

par contre les serv MM touchent grave pour moi :O
Réponse #8
Par BotElNess - 16/09/2015 03:45:30 - Modifié le 16/09/2015 03:46:08
C'est dans ta tête ExtaZz :p
Réponse #9
Par yellowfellow - 16/09/2015 03:54:29
et le retour du crouchbug qui était un fléau sur css...
Réponse #10
Par extazyx - 16/09/2015 09:00:52
et le retour du crouchbug qui était un fléau sur css...


En bon inculte il consistait en quoi ce beug ^^?
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