- Joined
- May 3, 2023
- Messages
- 771
- Reputation
- 443
- Location
- Pegasi 51
Gianni Liebhart
- Faction
- Terran Defense Corps
- Staff
- #1
I've been hitting the remaining weapon features hard for the past few days now, instead of just reworking the same exact implementations we had before, I decided to opt out from using the legacy code as a reference and just built things from scratch using better methods, which helped a lot in reducing a bunch of redundancy and boilerplate code the legacy code had, the new implementations are miles ahead of what was previous done. New things include:
- New animated weapon models (Planning on replacing most of the old weapon models)
- New animations
- Reworked Holster/Unholster (Animations are not final)
- Reworked ADS
- Implemented burst, auto and other fire modes to weapons
- New audio framework for weapon sounds, utilizing UE5's new Metasounds (And likely other things)
- New high quality weapon sounds
- New particle effects for weapons, using UE5's Niagara
- A bunch of improvements with nanite/lumen on UC Industrial and other worlds
- And a multitude of other things which I forgot due to being carried away by the work
New energy weapon models, animations and VFX: