0.2.1.0.0
3/30/25
Gun Running Update
Gun Running
Added Car Dealership
Has ability to upgrade cars
Is a front for illegal bulk weapon distribution via auction
Kill all guards and owner plus pay $10,000,000 to own business and unlock auction privileges
Added auction functionality
Player initiates auction via dealership ownership
Crowd gathers to witness
Player proceeds to desk to start auction
Auction runs quickly item through item rewarding a random amount of cash within a value range
Wrote a car spawner creator spline to spawn mass amounts of cars with finely tuned amounts of randomness to car type quantity and color allowing easy scaling with high optimization
Added Pawn Shop
Functions as normal store
Is a front for supplying illegal bulk weapons to player for sale
Kill all guards and owner plus pay $7,500,000 to own business and get a major discount on crates
Once supply is taken over a custom gun wall will spawn with all of the players gun wall weapons, and will allow for gun upgrades even if that has not been previously unlocked withing the house upgrades.
Added Crate carrying system and crate instance bulk items
Player can now seamlessly buy bulk crates of guns walk around with them and drop them at will
Added Box Truck
Has attached saved inventory set up specifically for bulk weapon crate carrying
Truck can be parked inside car dealership to "sell all guns" or if Dealership is owned "send crates to auction"
Truck automatically spawns at pawn shop and car dealer as long as no other truck is spawned in world (abandoning truck will cause despawn but inventory will always be saved)
Added Explainer Cutscene
Added expandable mini map with location icons for NPCs and the player, with 4 different zoom settings and a full screen mode
Misc
Upgraded merchant interaction for buying ammo, now when you have full ammo of a type the buy button is red, and if not it is green, also hovering over an ammo type will bring up a tool tip showing current ammo/max ammo
Adjusted camera shake on weapon animations
Made player mappable controls accessible from any vehicle or on foot
Shortened car exit time
Made 30 mm cannon on heli aimable from 3rd person view
Added foliage
Got custom tv material working with nanite
Added early access disclaimer
Added content disclaimer
Updated map to reflect new missions and locations
Effects
Minor overhaul of lights for appearance and performance (will make more improvements with Unreal 5.5 which i will be upgrading to soon)
Improved helicopter failing and crashing
Changed how tracers are calculated resulting in a much more responsive feel
Fixed physics on time dilation (slomo) had to write a custom formula to adjust for the wanky time dilation physics in UE, basically lerped the time dilation value tor the desired value at .03 per tick.
Changed pitch of audio effects during slow motion
Fixed minigun animation and audio problems with slow motion
Remade vehicle explosion effects to a much more optimized, but better looking, version allowing for mass chain reaction explosions to hundreds of vehicles with minimal performance loss
Bugs
Fixed issue with starter pistol, not working after being reequipped
Turned of async physics tick on dozens of files, has been causing crashed and freezes
Fixed large missile damage issues
Fixed glitch where player was not removing NPC from vehicle while car jacking
Fixed vehicle collision glitches
Tuned road props to work better with vehicle hits
Fixed building collisions on the two strip malls
Fixed death cam movement issues
Fixed issues with damaged sheetrock collisions, specifically on models that I had used a Boolean operation for, basically just made collisions mot interact with player pawn
Fixed issues where functions were trying to reach the main character through an interphase but were getting the possessed pawn
Fixed issues with interacting with merchants on rare occasions if merchant or player was moved outside of interaction zone player would be stuck in ui
Fixed issue with traffic getting stuck in death loop in problem areas of the road spline
Fixed bugs with enemy ai vehicles
Fixed guard and merchant despawning; they were on normal distance check then destroy, in rare cases depending on distance of level streaming overlap player could get the level streamed in and the guards and merchants spawned to have them despawn by time they arrive, I linked them to the streaming level so they will spawn and depawn reliably in level
Fixed issue with switching aiming sides feature (default m while on foot) was adjusting aim poorly, changed it to take x and z coordinates from existing camera boom
Fixed issue with elevator spawning destructible components, created multiple files with async spawning at runtime to solve the problem and increase performance
Fixed bug with save game not adding ammo for equipped gun if said gun has upgrades
Fixed camera shake being applied when ai was shooting
Fixed initialization bug with vehicle spawning
