I switched some of the mission vehicles to use mouse controls (the ones that fire something), but aside from Hover Hornet I think using the keyboard remains identical to before. Instead everything mouse-related is on this popup, and the mouse controls only function when you 1) use follow cam and 2) are not using a gamepad. Originally I had mouse buttons mapping normally, but this made for some awkward issues, especially for those who use Orbit cam instead of Follow cam. Except they don't override anything, they share/piggyback on existing controls. The bottom part controls which controls/inputs the mouse buttons override. The majority of that dialog controls how the X/Y axis function and which controls/inputs they override. Basically this dialog handles all the mouse controls. But I think the result is a good compromise. This was a not-too-complex task that required balancing a lot of different issues, so there's a little clunkiness in how you make a vehicle use mouse controls. There are a few things left for the UI/etc that need touching up, but this is one of the last in-world tweaks before 1.0. Overall, this was a nice bang-for-the-buck improvement in making the world feel better (it's also the reason why this update is 100+mb in size). If you look towards it, the post-processing adjusts appropriately. The sun/moon is also now visible as a very bright sphere. I tried messing with different visual styles of clouds, but realistic ones seemed to fit the best. Just using nice high-res textures turned out to work the best, with no real performance hit and a nice visual improvement. I messed with some volumetric clouds, and they looked pretty good, but not worth the performance hit (about 1ms on my PC). No changelist this time, but each change needs a few words, so here we go. This is a slightly smaller list of changes, but an important update.
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