Releases: ProjectBorealis/PBCharacterMovement
Releases · ProjectBorealis/PBCharacterMovement
3.1.0
What's Changed
- Added support for air jumps, if increasing JumpMaxCount past its default of 1. Settings are available to customize air jumps.
- Added edge friction. Edge friction is not enabled in HL2 by default, so if you want to disable it, you can set EdgeFrictionMultiplier to 1. Instead, you may want to make materials with higher surface friction on certain edges.
- Crouch sliding no longer requires recompilation. Also fixed compilation errors with crouch sliding. Note: you still need to enable crouch sliding with bShouldCrouchSlide if you want it for your game.
- Added configurable air speed cap when sliding, so you can fix issues with players being able to move up slopes very slowly, by reducing the variable
- Added configurable step down height fraction, to enable falling down steps instead of snapping to the next step, which can be awkward at some high step heights
- Disabled pixel walking by default, since it can cause snags when sliding along faceted edges. To re-enable it, you can set PerchRadiusThreshold to 0
- Added flat base support to general collisions, which fixes jumping against walls with the capsule hemisphere bottom being awkward and causing sliding/climbing behavior
- Updated jump logic to UE5.5
- Fixed Jump Boost mode 2 (no ABH) not working properly when jumping backwards
- Fixed Jump Boost mode 2 not fully boosting when turning while jumping
- Fixed jump boosting not working on partial controller stick input when jumping backwards
- Fixed awkward movement when jumping up against an inverted slope causing floating/clipping of movement instead of sliding against the slope
- Fixed various cases of jump/land sounds not playing properly after spawn
- Fixed trace distance to floor to get surface material being too short in some cases
- Fixed movement step sound playing on jump
- Fixed cl.showpos having no implementation, restored using an updated more accurate showpos display compared to the old one
- Fixed fall speed upon landing being incorrect (not including an extra step of gravity)
- Fixed some variables not being read from Blueprint: speed mult, step height, walkable floor angle, max walk speed derived from run speed
- Fixed sliding in air state not being properly retained during some parts of the frame, causing friction in air to be incorrect
Full Changelog: 3.0.1...3.1.0
3.0.1
3.0.0
What's Changed
- Updated to 5.5 and provided pre-compiled binaries for Blueprint projects
- Updated documentation to cover common cases and fully document options
- Updated documentation to explain the new Enhanced Input setup
- Fixed various bugs with the movement code on certain shaped surfaces
- Added new options for directional braking, crouch sliding, disabling HL2 gravity
- Added improved helpers for first person mesh support
- Improved multiplayer support
- Fixed various bugs with move step sounds
- Fixed various bugs with some intermediate-frame movement calculations in UE5
- Improved Blueprint interfaces
- Added better control over movement speeds, including sprinting easily implemented in your own game
New Contributors
- @JoeBryan1 made their first contribution in #45
Full Changelog: 2.0.1...3.0.0
2.0.1
What's Changed
- Non frame-rate dependent bBrakingFrameTolerated by @SolarysDev in #37
- Fix build for UE5.1 by @narukimato in #38
- Added move.JumpBoost to control momentum boosting on jump, as in HL2, defaults to 1:
- 0 - disables jump boosting entirely
- 1 - boosts in the direction of input, even when moving in another direction (enables ABH)
- 2 - boosts in the direction of input when moving in the same direction (disables ABH)
- Updated docs with recommendations for default physics material friction. Also updated features list.
- Improved crouching for multiplayer support
- Added comment with sample for multiplayer games with a Mesh3P with crouch support
- Fixed move step sound not calculating the correct speed
- Fixed slope boosting not using character Z threshold
- Fixed some cases of not handling movement along edges correctly
New Contributors
- @SolarysDev made their first contribution in #37
- @narukimato made their first contribution in #38
Full Changelog: 2.0.0...2.0.1
2.0.0
What's changed
New features
- Support for 4.27 and UE5
- Added jump button deferral for jump button presses that were a bit too soon before landing
- Added full support for surfing
- New noclip movement mode
- Enhanced support for multiplayer, still rough. Community support welcome.
- Added jump and land sounds
- Improved slope/sliding interactions
- Improve crouch eye transition to be ease in/out
- Various performance optimizations
Fixes
- Fixed air control and gravity being calculated incorrectly in some situations
- Fixed friction being applied incorrectly at low framerates
- Fixed various default properties to align closer to Source
- Fixed footstep and surface property gather not working in some cases
- Fixed jumping onto a new surface being rough
- Fixed eye height issues
- Fixed high vertical movement on slopes not causing air movement
- Fixed crouch expanding too soon into low areas
- Fixed not being able to jump while crouched
1.0.6
Updated source code with 4.26 compatible version
1.0.5
Updated source code with 4.25 compatible versions
1.0.4
Full recompile of binaries to ensure latest changes
1.0.3
Fix crouching causing a camera jump, caused by the open source version of our character not using an override for recalculating eye height.
1.0.2
Fixed a crash from missing pointer initialization when copying over from main source code for public redist