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The Armor Update: Part 1

The Armor Update: Part 1

Part 1 of a larger armor/vehicle rework for Broke Protocol. I don't have much to say here. Love working on this game.

1.44 Changelog

Game Changes:

  • New per-seat weapon sets and view angles supported
  • Seat positions can now be parented under other objects like turrets
  • New TroopCarMG variants with mounted MG
  • Main battle tanks now have mounted MGs
  • Fixed some turret desync
  • Fixed some Alt-Fire issues
  • Fixed packet spam with flashlights/shields (thanks V-Skies)
  • Fixed some World Builder item previews
  • Added new movable gunner stance for seats
  • View angle limits on many vehicles improved/standardized
  • Fixed AI bypassing view limits
  • AI can now fire as passenger using guns or weapon mounts
  • Fixed furniture removal hack (thanks Alek)
  • Fixed some broken action menu buttons on furniture
  • Fixed Light items’ activation tied to day/night cycle (thanks V-Skies)
  • Updated Pathfinding library
  • Fixed keybind conflict with Voice and Drop (now J as in Jrop)
  • Minor Default/War map updates for new vehicles
  • Fixed broken map loading if a Place has no static objects
  • Remove some old test logging

API Changes

  • Many weapon functions now take a seatIndex parameter (player.seat)
  • ShMountable.GetWeaponVector() => GetWeaponForward(int seatIndex)
  • ShMountable.HasWeapons => HasWeaponSet(int seatIndex)
  • ShEntity.Ground => ShEntity.GetGround()
  • ShPlayer.IsMount(...) => ShPlayer.IsControlledMount(...)
  • New ShPlayer.ViewAngleLimit => View angle limit for mount/seat/self
  • New ShPlayer.CanFire()
  • New ShPlayer.CanAltFire()

Mod Updates

FIREARM PACK

The renowned FIREARM PACK by sensitisation just updated. That's 45 quality weapon overrides for base weapons.

Part 2 coming later!