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Added a set of new "Slot" layering animation curves that allow to control blending of overlay poses with animation montages played inside "Layering" slots (originally in ALS, non-additive animation montage completely overrides overlay poses, and there was no way to control this).
Replaced the EAlsOverlayMode enum with Als.OverlayMode gameplay tags.
Use the Control Rig plugin for IK and other bone manipulation tasks instead of animation graph nodes.
Combined the skeleton with the gun bone and the skeleton without it into one skeleton and added a bUseGunBone setting to the CR_Als control rig blueprint.
Animations
Fixed an issue with pistol one-handed overlay mode animations.
Skeleton
Restored original blend profiles.
Changed bone translation retargeting mode to Orient and Scale for better retargeting quality.
Animations
Added new settings to UAlsAnimationModifier_CreateCurves and UAlsAnimationModifier_CreateLayeringCurves animation modifiers.
Animation Blueprint
Added aiming update blocking during any active locomotion action.
Refactored rotate in place logic for smoother rotation.
Fixed incorrect RotationYawOffset curve modification inside standing movement states that leads to incorrect character rotation when running backwards.
Bone Manipulation
Added disabling of foot locking when the character is in the air.
Improved foot IK logic to fix some animation retargeting issues.
Character
Added a bUseGunBoneForOverlayObjects setting.
Added a slight delay before sprint start to give the player enough time to start the roll by double-clicking the sprint button instead.
Refactored character rotation logic.
Locomotion Actions
Added a bAllowMantling setting to FAlsGeneralMantlingSettings structure.
Added a bInterruptRollingWhenInAir setting to FAlsRollingSettings structure.
Added forced interruption of any active locomotion action at the start of the ragdolling without waiting for the UAlsAnimNotifyState_SetLocomotionAction animation notify to end.
Better handle situations where mantling, ragdolling or rolling starts on server and client at the same time and independently of each other.
Removed the ability to start mantling when the character stands next to an obstacle and jumps in the opposite direction from it.
Fixed an issue with mantling on non-uniformed scaled objects.
Camera
Use raw view rotation instead of smoothed for locally controlled characters.
Reduced camera lag when aiming or in first person view mode.
Added override of camera's trace start location when rolling or ragdolling.
Fixed an issue where the camera could get stuck or pass through geometry if the camera's trace start location intersects the geometry.
Footstep Effects
Fixed an issue where footstep effects could be applied while the character is in the air.
Other
Added some overridable virtual functions to AAlsCharacter and UAlsAnimationInstance classes.
Renamed some structs, variables, and assets to better distinguish them from aiming rotation mode.
Removed the FAlsPropertyAccessConstants structure.
Fixed Linux and Android compilation issues (@Alex-G contribution).