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    Onset v1.8.0-alpha

    Onset 1.8.0-alpha (Protocol Compatibility 9)

    Client changelog
    • Improve pine tree LODs and increase their draw distance.
    • Improve look of pine and beech trees during night.
    • Improve forest vegetation.
    • Player can no longer enter the vehicle while reloading.
    • Some map collision fixes.
    • Improve body, lower head (neck) textures, and body mask texture.
    • Fix crash related to On*NetworkUpdatePropertyValue event.
    • New Lua functions:
      • GetObjectStaticMeshComponent
      • GetNPCSkeletalMeshComponent
      • GetPickupStaticMeshComponent
      • SetPlayerClothingPreset, SetNPCClothingPreset (works like the old model system in case you don't want to manually set each clothing item)
      • SetPlayerOutline
      • HexToRGBAFloat
      • DrawTexture
      • DrawTextureEx
      • DrawMaterial
    • Add some materials that you can use to do basic shading
      • /Game/Scripting/Materials/MI_OpaqueLit
        ColorParameters: BaseColor, Metallic, Specular, Roughness, EmissiveColor
        FloatParmeters: EmissiveMultiplier
      • /Game/Scripting/Materials/MI_OpaqueUnlit (Fastest rendering)
        ColorParameters: EmissiveColor
        FloatParmeters: EmissiveMultiplier
      • /Game/Scripting/Materials/MI_TranslucentLit (Use alpha value of BaseColor to control translucency)
      • /Game/Scripting/Materials/MI_GenericTexture
        TextureParameters: BaseColorTexture
        ColorParameters: BaseColor, Metallic, Roughness, EmissiveColor
        FloatParmeters: EmissiveMultiplier
    • UnrealLua enhancements:
      • USceneComponent
        • SetMobility
        • SetHiddenInGame
      • UPrimitiveComponent
        • SetPhysicsAngularVelocityInDegrees
        • SetPhysicsLinearVelocity
        • GetMaterial
      • UTexture
        • ReleaseTexture
    Example UnrealLua API usage
    Code:
    function SetPickupColor(pickup, HexColor, materialslot = 0)
        local StaticMeshComponent = GetPickupStaticMeshComponent(pickup)
        StaticMeshComponent:SetMaterial(materialslot, UMaterialInterface.LoadFromAsset("/Game/Scripting/Materials/MI_OpaqueLit"))
        local MaterialInstance = StaticMeshComponent:CreateDynamicMaterialInstance(materialslot)
        local r, g, b, a = HexToRGBAFloat(HexColor)
        MaterialInstance:SetColorParameter("BaseColor", FLinearColor(r, g, b, a))
    end
    
    function SetVehicleTexture(vehicle, texture, materialslot)
        local SkeletalMeshComponent = GetVehicleSkeletalMeshComponent(vehicle)
        SkeletalMeshComponent:SetMaterial(materialslot, UMaterialInterface.LoadFromAsset("/Game/Scripting/Materials/MI_GenericTexture"))
        local MaterialInstance = SkeletalMeshComponent:CreateDynamicMaterialInstance(materialslot)
        MaterialInstance:SetTextureParameter("BaseColorTexture", UTexture2D.LoadFromAsset(texture))
        MaterialInstance:SetColorParameter("BaseColor", FLinearColor(1.1, 1.0, 1.0, 1.0)) -- Give it a small red shift
    end
    
    function SetVehicleTextureFile(vehicle, textureFile, materialslot)
        local SkeletalMeshComponent = GetVehicleSkeletalMeshComponent(vehicle)
        SkeletalMeshComponent:SetMaterial(materialslot, UMaterialInterface.LoadFromAsset("/Game/Scripting/Materials/MI_GenericTexture"))
        local MaterialInstance = SkeletalMeshComponent:CreateDynamicMaterialInstance(materialslot)
        local Texture2D = UTexture2D.LoadFromFile(texture)
        MaterialInstance:SetTextureParameter("BaseColorTexture", Texture2D)
    
        -- UTexture2D.LoadFromFile holds a reference to the texture loaded from file. Reuse it as often as you can to save GPU memory!
        -- When you no longer need it, free the texture by calling Texture2D:Release()
        -- If you loose the reference to a texture object it will be released when Lua's garbage collector runs.
        return Texture2D
    end

    New clothing items

    Click image for larger version  Name:	ClothingItems.JPG Views:	0 Size:	35.0 KB ID:	652

    Code:
    /Game/CharacterModels/Clothing/Meshes/SK_Jeans01
    /Game/CharacterModels/Clothing/Meshes/SK_Pullover
    /Game/CharacterModels/Clothing/Meshes/SK_ShirtCombo01
    /Game/CharacterModels/Clothing/Meshes/SK_Shoes01
    /Game/CharacterModels/Clothing/Meshes/SK_Shorts01
    /Game/CharacterModels/Clothing/Meshes/SK_TShirt01
    /Game/CharacterModels/Clothing/Meshes/SK_TShirtShorts01
    /Game/CharacterModels/Clothing/Meshes/SK_Undershirt01
    Server changelog
    • Remove model identifier from NPCs (apply clothing items the same way as you do for players)
    • Improve accuracy for object locations (@Swizz)
    • Remove CreateLight, a much better solution will be possible with the UnrealLua API in one of the next updates
    • Remove SetPickupVisibleForPlayers
    • Add SetPickupVisibility, SetText3DVisibility
    • Add SetPlayerRagdoll, SetNPCRagdoll
    • Add HexToRGBAFloat
    • Add SetPlayerVoiceDimension

    Update Steam libraries, steam_api64.dll, libsteam_api.so, steamclient.so.

    This update has less content as usual because I'm finishing the map behind the scenes.
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