Oct 13, 2022
BROKE PROTOCOL - NongBenz

The WAR Update Release
1.3 is a massive overhaul and step forward for Broke Protocol, and it’s finally launching today! A total conversion war mod transforms BP from lighthearted RP sandbox to unrelenting battlefield. The mod takes full advantage of BP’s modding framework, utilizing its AI, Job, UI, and Entity modding capabilities. And the best part: the code is all on GitHub if admins want to alter it or use it as a starting point for their own mods.

War Game Mode and UI

A team-based Territory Control mode is the main feature. Battle it out with all the games weapons, vehicles, and armor to take over the city of Eden. Or create your own battlefield in the World Builder. You can play alongside a hundred advanced bots in Offline mode or take it online with others. The War Plugin was made using the new modding API and I’ll keep expanding the feature set for each 1.3x release.

Mass AI Squad Tactics

AI has seen a total overhaul in combat behavior. They use tactical movement, form squads, and utilize vehicles and mounted guns in a completely new way. They’ll even form up on you sometimes or you can use the Follow command on them manually. Order them around with pointing and alert commands and battle it out in 64-player bot matches in total mayhem.

New Modding Framework and Events

The old Plugin framework is still supported, but the new system should feel a lot better yet familiar. All API docs are updated with the latest changes and the Github repo contains the source for the new War mode and everything else. The game is now split into 3 parts, GameSource for core functionality, LifeSource for RP related stuff like Crimes and Jobs. Finally, WarSource for the PVP combat mode. This should make total conversion mods more logical and straightforward. You can even do stuff like Custom UI’s and modded login flow like in the War Plugin.

Plugin Management

With all the new modding framework changes, I wanted it to be easier to manage your plugins too. When you start Offline mode, you can enable or disable each and every Plugin you have installed. The Plugin Manager will list all of your Plugins from the ones locally installed, and even your Steam Workshop subscriptions. I’ll expand this further by allowing more details to be shown for each Plugin, but this should make modding and diagnosing Plugin issues much more flexible and easier already.

Other Changes

There’s quite literally too much to go over every single detail, but you’ll see new additions and fixes everywhere. You can now alter text on Billboards, you can test and select microphone input in Settings, you can see what Language other users are set to. And a lot more. I’ll be working on the next update but hope to see what kind of PVP War modes servers will run using the new mod and framework available.

Here’s the full v1.3 changelog:

v1.3 WAR Update Changelog
Game Changes:
  • New Unity UI Toolkit support for UI/HUD rendering and input handling
  • New WarSource example PVP plugin with custom skins/loadouts and login flow
  • Many new events added for modding support
  • Added Toggle Cursor binding in Controls (only necessary for Text Panels now)
  • Garage doors can now be used outside of Private Apartments for Parking Garages, etc.
  • Garage doors now check for key in inventory when parking like normal doors
  • Fixed TriggerBox/Sphere color initialization
  • Added gizmo icon to Triggers so they’re always visible even with clear alpha
  • Fixed some World Builder cleanup leaks on exit
  • Added World Builder warning when other door reference is set incorrectly
  • Fixed NavMesh volume check to include all interiors
  • Adjusted player physics for improved mantling
  • All apartments are loaded/precached for AI navigation / performance
  • AI navigation improvements and new API methods related to pathfinding
  • AI can now navigate through doors
  • More aggressive AI gang war behavior
  • Fixed many modded (custom scaled) vehicles unable to park in garages
  • Multiple progress bars can be used simultaneously (with IDs)
  • Territory capturing and logic moved to GameSource
  • Login/Register Flow completely moved to GameSource for modding
  • New Territory Prefab with text support (old maps should be updated)
  • Jail, RestrictedArea, ThrowableTarget, Repair, Rearm prefabs now use normal Triggers
  • Fixed damage inflicted at hostage when firing at mounted player
  • Removed Missions for now
  • Fixed voice volume not being applied correctly
  • Removed ShScalable class (Every object can now be scaled in World Builder and API)
  • Fixed MilkCarton and Bloodbag textures
  • Fixed SmashedCar mesh errors
  • Fixed potential reload clip count error (Thanks @2140)
  • Fixed Targeting reticle drawn in opposite direction too
  • Translucent materials now rendered even on mobile shaders
  • Fixed some Trigger/collider manipulation exploits/bugs
  • Environment color commands now accept byte values or hex color codes
  • Multiple TextPanel stacking supported with IDs, better cursor support, and color parsing
  • Multiple Menu stacking supported in a similar way with IDs
  • Human/Mob meshes updated for better Blender compatibility
  • Random spawning logic moved to GameSource
  • Tracer audio effect added and delay sprite rendering
  • Default groups.json modified to give Offline players (Host) all commands
  • AI States moved to GameSource for full modding support (additive or override)
  • All Crime related data, handling, and logic moved to LifeSource for modding
  • Added Microphone input selection and Test button to Settings
  • Moved Language setting to Main Menu with flags replacing Text
  • Language setting shared on playerlist to aid communication/RP
  • AI will select best Attachments in SetBestWeapon/Equipable
  • World Builder Focusing will update interior to match focused object
  • World Builder File Dialog Save/Load button changes appearance based on file path
  • Include MSVC Runtime with game (fix voice chat issues)
  • Territories can be named on the map now
  • Rebalanced all audio levels
  • AI will block and zoom with weapons again
  • More robust entity initialization for better modability
  • Networking and memory optimizations
  • Player/Entity spawning initialization cleanup
  • Traffic Lights now fully moddable with a new Class Script
  • New Billboard/Text class and objects that support runtime text editing
  • AI new behaviors, improvements, and fixes
  • Added Plugin manager to Offline Mode
  • World/Map markers only mark the overworld locations
  • Fixed lights/collider on APC
  • Fixed potential inventory desync
  • Adjusted color space, lighting, and shaders
  • Updated DB, Networking, and Steamworks libraries
API Changes:
  • All core game logic moved to GameSource
  • All crime, jail, and police handling moved to LifeSource
  • Dropping items sets the ‘spawner’ field on entities (for modding)
  • All object types have a Data field now (use in World Builder and in API)
  • Data string field restored after entity respawns (Thanks @Olivrrr)
  • Player Maintenance loop moved to LifeSource
  • New CustomPacket event for pre-login UI handling
  • API: [Target] attribute deprecated, Override new Events classes for custom handling
  • All Managers and World classes are now Singletons with Instance accessors
  • Manager reference no longer passed to Manager events (use Singleton classes)
  • Null strings are now handled by the network serializer as empty strings
  • BPAPI changed to static class
  • GroupManager -> GroupHandler for consistency with other static classes
  • ChatHandler -> InterfaceHandler
  • BrokeProtocol.API.Types namespace removed
  • Added SetMaxSpeed() to ShMovable class (for modding)
  • Added ExecutionMode.Additive (similar to Override except overridden events are still executed)
  • Removed ExecutionMode.Final (easy to abuse/misuse)
  • Added customData field to ConnectionData for pre-join modding
  • Removed GroupIndex.Gangster (just use ‘Criminal’ now)
  • API: Must manually call SvDestroyMenu(id) (except when showing a new menu with the same ID)
  • All events can now return a boolean to stop execution further execution on that same event chain
  • Connection related data like deviceID and passwordHash moved to svPlayer.connectData
  • Stop all entity coroutines immediately on destruction (prevent some race conditions)
See you!

-Benz

Official Discord
Mar 16, 2022
BROKE PROTOCOL - NongBenz

The Locked On Update Release
The Locked On Update is ready for launch today. Not only does this update pack a bunch of new stuff for the base game and Default map, but it also expands on modding in tons of useful ways. Switchable vehicle weapons, sirens on any kind of transport, guided missile support and alert messages. There’s a lot to unpack so let’s take a look at the major features.

Guided Missiles and Launchers

Check out the local gunshop or armory to find a brand new can opener. The AT4 is the first launcher to support guided missiles but won’t be the last. Maintain sights over any ground or air vehicle to establish lock and then you’re ready to fire. Any Projectile class weapon can be configured to shoot guided missiles. Just set the TargetType of the thrown projectile to any ShEntity subclass like ShVehicle or ShAircraft to configure what types of objects to target and that’s it.

Locked On Warnings and Countermeasures

There’s also a new jet added to the military base. The Mig-29 is now flyable and provides an evenly matched adversary to the F-16. Both jets were also upgraded with Flare countermeasures against guided weapons. When you get the Missile Lock alert, switch to Flares and fire some off for a good chance of diverting oncoming rockets. Note that all hangars in the game now have Re-arm zones so pilots can restock all their armament for the next sortie.

New Biplanes and Air Combat AI

A couple new biplanes are available at the airport now and can be seen flying around the city. These WW1 relics aren’t just showroom models, but equipped with both Machine Guns and small bombs. Switch between them using the Alt-Fire key (B by default). AI are also good at deciding which weapon is best to use for air and ground targets, even utilizing Flares when necessary. Fire at any AI biplane to engage in a dogfight and see if you can win 1-on-1.

Switchable Vehicle Weapon Sets

Countermeasures and weapon handling changes means that all vehicles now have support for multiple weapon sets. Some existing assets were updated with secondary weapons like Machine Guns alongside Cannons. Unfortunately, this means that all old vehicles and weapons with projectile ShThrown items need to be reconfigured to meet the new standard. It’ll be worth it in the long run though since unlimited weapon sets are now supported. Next up is support for specific weapons and turrets from different seat positions.

Other Changes

There’s also been huge quality of Life improvements, fixes, and other under-the-hood updates to make things better moving forward. Some GameSource changes from older hotfixes are fully integrated like Reset Target option for jobs and Request Heal action from AI medics. Hit registration has also seen major improvements and mobile has new controls for firing.

Servers also have a new TimeLimit setting for auto-restarts and seamlessly reconnecting players. More API stuff like Alert Messages and many more modding parameters are available for vehicles. So I’m looking forward to what modders can come up with working with the new features.

Here’s the full v1.25 changelog:

v1.25 Locked On Update Changelog
  • Guided missile support for weapons/vehicles (set TargetType on ShThrown items)
  • Multiple weapon sets supported for vehicles (Alt-fire button for cycling them)
  • Added AT4, RocketGuided, BombUnguided, and BombSmall objects
  • Entities using new ‘Flare’ tag will act as countermeasures for guided weapons
  • AI support for using guided weapons and countermeasures
  • AI aiming improvements and optimizations
  • Fixed AI aim vector not normalized leading to strange flight maneuvers
  • Minor first-person camera clipping fixes
  • New SvShowAlert packet added to API (currently only used for missile lock messages)
  • Reduced Fighter scaling 25% and adjusted stats to match
  • FighterBig is now flyable at the Default military base and by AI
  • LightArmor and APCs cannons replace with MGs
  • Heavy Eastern/Western tanks can switch to MGs in addition to Cannons
  • SpecOps and Gun Merchant in Builder and Default Map now have AT4 and Guided Rockets
  • Any Wearable item can have a custom carrying capacity (visible in Tooltip)
  • Added missing Territory Sprite to BPResources
  • Fixed potential AI exception when following
  • World Builder: Optimized and fixed object selection/raycasting
  • World Builder: Fixed controls getting stuck after alt-tabbing
  • zGameSource.dll renamed to _GameSource.dll to load first (easier job modding)
  • ExecutionMode.Override events will replace previous override events
  • Added ExecutionMode.Final (Doesn’t allow any more overrides)
  • Fixed TriggerSphere collider set incorrectly (thanks FEFE)
  • Fixed AI/CanSee() being able to wallhack
  • Fixed some hit registration / physics off-by-1 frame bugs
  • New Azerbaijani language (Thanks SQLost)
  • Changed language codes for Portuguese and Czech to ISO-639
  • New svManager.Add/RemoveInventoryAction() for custom inventory item actions
  • Added StealItem GameSource event as an example Inventory Action
  • AI will now attack players who steal items from inventory
  • Unified Inventory messages into normal message list (appended to History too)
  • Custom Self actions moved to bottom of action menu to prevent misclicks
  • Fixed a witness Desync bug in GameSource (GetWitness no longer has side-effects)
  • Added ShEntity.CenterBounds/Mass properties for aiming/looking/buoyancy
  • Made all physics functions timestep independent
  • More StringBuilder optimizations
  • New SvShowTimer and SvShowAlert helper functions in SvPlayer
  • Mounting entity range check moved from SvMount to SvTryMount
  • AI will now attack for damaging or firing at their vehicle (if not busy)
  • Added overhead voice chat icons
  • Added timeLimit parameter to settings.json (24 hours by default)
  • Server will auto-restart after timeLimit is reached (new in settings.json)
  • Clients will auto-reconnect after server restarts
  • New /timeleft command
  • svEntity.thrower -> svEntity.instigator (Unreal Engine naming)
  • Physics updates -> Mods likely need values updated:
  • Aircraft mods should multiply old values by 25x : uprightStrength, stabilityStrength
  • Boat mods should mutltiply old values by 25x : engineFactor, turnFactor
  • Steerable class removed (Modders delete Steerable scripts in Unity project if updating)
  • HideInterior is now a per-seat property (Mods using this to hide player models need to update)
  • Boats now have a stabilityFactor moddable property that was hard-coded before
  • Fixed up collectedItem behavior (no longer pick up active grenades/flashes/smokes)
  • Fixed broken Emissive materials on mods
  • Fixed earrape when spectating, teleporting, or moving between interiors
  • Map Markers added/updated (note some icons were renamed or deleted: bank->bank_euro)
  • User interface cleanup and fixes
  • Button action menus are scrollable now
  • Replaced EmbedIO and Swan libraries with simple HTTPListener (fixes memory leak)
  • Updated CEF to latest release and fixed some resolution and cleanup bugs
  • Updated AI pathfinding libraries
  • Mobile: Added static fire button and made drag-looking possible while firing
  • Any Transport can use Siren On/Off actions now (as long as PoliceLightsObject is assigned)
  • Added Re-arm zones to all Hangars on Default map
  • Clients will more reliably reconnect on timeout
  • Time string formatter will now handle hours and days correctly
  • Reduced movement speed of Bazooka (and AT4)
  • Updated UnityEngine to latest release

See you!

-Benz

Official Discord
Dec 5, 2021
BROKE PROTOCOL - NongBenz

The Cracking Update Release
This update is for the boys, and by that, I mean the men. Safe cracking, guns, explosion effects, and other cool guy stuff is added in the latest 1.22 release of Broke Protocol. Normally I would say something about how this is the biggest update yet here. And by number of lines in the changelog, it is in fact pretty big. In a numerical sense. Let’s get cracking.

Functional Safe Cracking Minigame

Locked inventories up till now were perpetual enigmas. Impenetrable boxes of mystery polygons. What were in them what are the economic implications of old Halloween candy lost in time? In 1.22, now every chest, safe, and ‘junk drawer’ can be lockpicked with a small new minigame. Get a Lockpick from the Pawn Shop and you can now test your ingenuity against a bad programmer’s imitation of Skyrim lockpicking. You still get a Robbery crime on entry though, even cracking into a lowly Level 1 apartment chest. You’ve been warned.

New Inventory Handling

All the chests, cases, and safes in apartments and other interiors can be cracked. The standing safe from the bank vaults is now available in your IKEA catalogue too. Safe cracking difficulty is determined by the value of the safe contents – it’s still not that hard though so don’t cry about it. Unless you’re colorblind – then it’s Nightmare mode because I didn’t have the foresight to think about that.

New Weapon and More Modding Features

The P90 is finally here courtesy of Xweert123 winning the Modding Competition. It really does look cool and is the first bullpup design added to the stock arsenal. You’ll see some changes to effects like lighting and smoke puffs for silenced/flash hidden weapons. The whole effects system was rewritten for optimization and now supports custom effects for projectile weapons too.

Gun Handling Changes

Guns are more steady overall when firing and aiming down sights. They’re definitely more controllable on mobile too. Their bullets actually reach visibility range now, and they no longer shoot leisurely nerf balls. Gun are actually deadly now, even if you’re aiming with your thumbs on a Guatemalan phone, through 5G wireless Covid airwaves, while huffing chemtrails. I wish gaming kill montages on YouTube were popular again. Does anyone even read these things?

Other Changes

You’ll see a few more cool effects like skid marks in this update. Damage indicators are also new so you’ll at least know where the aimbotting AI is shooting from. Czech language translations are available now thanks to Jakub K. Also you can now invite friends on Steam with a direct server link you can copy from the server browser.

Here’s the full v1.22 changelog:

v1.22 Cracking Update Changelog
  • New Lockpicking Minigame for cracking safes and chests
  • Minor Hacking Minigame visual updates (UI masking)
  • New LineGraphic, QuadGraphic, CircleGraphic UI Classes
  • Added Xweert123’s Modding Competition FN P90 Submachine Gun
  • New directional hit markers
  • GameSource Damage events now receive more useful parameters about the source
  • Increased all gun ranges to visible limit (256 units)
  • Mobile joysticks now floating and reset correctly on death
  • More logging on server quit
  • Added Faster ShellThrown variant for Fighter jets to use
  • Inventory count/chance defaults in World Builder changed from 0 to 1
  • Update to latest CEF framework
  • Improved CEF performance, threading, cleanup, and input handling
  • Updated CEF example index.html
  • New ‘inventoryType’ Enum (replaces hasInventory, shop, lockable fields)
  • Removed ‘Safe’ Class of items (use Entity with Locked inventoryType)
  • All chests/cases in Apartments are now ‘Locked’ type
  • Large Safe added to Furniture items
  • New entity methods: HasInventory, Shop, InApartment, CanView, CanCrack
  • Removed svManager.fixedPlaces (due to cleaner InApartment implementation)
  • Removed svManager.payScale (handled fully in GameSource now)
  • New GameSourceEvents: PlayerCrackStart, PlayerMount, PlayerDismount
  • All Transports have some air control now (moddable orientStrength Property)
  • Wheel colliders interact with physics objects and props now
  • Time-sliced map processing for much faster and smoother level loading
  • New Czech(CZ) language option (thanks to @Jakub K.)
  • Using new ObjectPool system to clean up and reuse effects
  • Thrown objects now support a customDestroyEffect (old mods need reconfiguration)
  • Hitscan items now support a customFireEffect
  • Fixed destroyed cars often not exploding
  • Minor player capsule and origin tweaks
  • Added tire skid mark effects
  • Fixed calculations for skidding effects/sounds
  • Fixed bounds calculation for scaled mods
  • Fixed rendering bugs for clothing mods if offset or scaled wrong
  • Underbarrel initialization fixes and new laser effect
  • Muzzle flashes now emit a Light Source
  • Flash Hider and Silencer use a new SmokePuff effect (no light)
  • Improved sight picture for ACOG
  • Sights are much more stable when firing
  • Gun muzzle velocities increased 50%
  • Fixed missing hit effects when shooting some items
  • Additional hitscan checks to prevent throwing/firing stuff through walls
  • Fixed Speedboost collider center
  • Fixed mesh errors on Station buildings
  • Fixed rare server exception during player loading
  • Added range checks on door entry (GameSource)
  • Fixed seating offset on many Chair objects
  • Fixed many translations thanks to Community edits
  • Fixed many null checks for engine compatibility/safety
  • Mobs can properly place a lot more items than before (TVs, etc)
  • Item mods no longer need an unused BoxCollider (bounds calc’d at runtime)
  • AssetBundle loading cleaned up with fewer disk reads/writes
  • Added error handling check during AssetBundle loading
  • Fixed Destructible modding (use new DestructibleProperties script)
  • Removed BrokeProtocol.Prefabs namespace (just use BrokeProtocol.Entities)
  • Added vanilla game Destructibles to BPResources
  • Fixed skybox jittering at high speed
  • Fixed sky elements rendering in front of objects
  • Cache files now checksummed for corruption (broken downloads, etc)
  • Properly handle empty map files
  • Owned vehicles are no longer despawned if abandoned
  • Emergency vehicle sirens reset on destroy/spawn
  • Thrown items have collision with owner re-enabled after 1 second
  • Player hitbox is disabled when inside HideInterior transports
  • Fixed ResetOriginal() AI Error if destination Transform had been destroyed
  • World Builder: Snapping enabled by default
  • Fixed object leak when canceling server join
  • Server favorites/history data moved from registry to persistent.json
  • Added Stop button to Server Browser
  • Added -connect ip:port command line support for direct connect at startup
  • Direct Connect menu uses ip:port format to match command line now
  • Added Localhost.bat to connect locally as an example
  • Copy Connection Link to clipboard option (Thanks @xiluis and @james121op)
  • Updated Steamworks libraries and optimized integration
  • Added /CloudHeight command and data to environment packet
  • Optimized and fixed some multi-threaded Jobs not running in parallel
  • TextPanel Dropdown no longer destroyed if new TextPanel has identical options
  • Increased voice chat bitrate, resampling quality, and buffer size
  • Hitman Bounty List accessible to all players, can now Cancel offline Bounties
  • Easier recoil control on mobile
  • Minor code cleanup and optimizations
  • Updated Game Engine to 2021.2
See you!

-Benz

Official Discord
Sep 2, 2021
BROKE PROTOCOL - NongBenz

Multimedia Update Release
The biggest update since 1.0 released today. The Multimedia Update covers everything from video players, to custom animations, and more powerful modding capabilities. You’ll find something to love in this update whether you’re an admin, creator, or a distinguished anime enjoyer.

Working Video Players, TVs, Cinemas

Video players are officially supported in 1.2 now. You’ll find usable video players not only in the new Cinema interior, but also on all Displays and TVs. The official implementation supports direct MP4/WEBM links, but there are already plugins supporting YouTube and more. SploeCyber has a good YouTube plugin on the Workshop. Just be sure to set the new permissions in your groups.json correctly!

Synced Animations

Animators are now fully synced across the network. This is really important where animators affect positions, rotations, or other physical effects. Animators are very useful for dynamic mods so it’s supported for any Entity type as long as the Animator reference is assigned and ‘Sync Animator’ is checked on your mod. The Ferris Wheel is now fully animated and rideable to serve as an example in the BPResources modding package.

Dynamic Actions and Modding

Animators are fun and all, but they’re way more useful when you have actions to trigger them. A new set of methods to add and remove action menu items are now available. See the changelog for the full API. These actions are handled in your plugins and can do virtually anything. You’ll find action menus are now scrollable to handle many more options on items. The Jobs implementation in GameSource has been converted to use the new Actions API to show how it can be utilized.

Text Panel API

TextPanels before 1.2 were quite limited. They didn’t offer any rich text or color options, and any kind of input wasn’t supported for a long time due to mobile limitations. But now all these features are here. A dropdown list of options can be sent, as well as the ability to Destroy panels with a specific ID (in case another plugin took over and your existing panel was already cleaned up without notification). A simple /coinflip command is provided to test out and give modders an idea how this API might be implemented.

New Animal Jobs and Modding

Tons of other changes made it into this update, much more than I could cover in a single post. You’ll find new support for Animal Jobs, along with a much easier to modify jobs JSON file. Mods can now set a ‘referencePrefab’ field in order to copy assets from another prefab but without replacing it. Useful in case you want to make a more powerful gun, or a faster car variant but keeping the original prefabs intact. World Builder has also seen a ton of Quality of Life improvements you’ll see in the changelog.

Here’s the full v1.2 changelog:

v1.2 Multimedia Update Changelog
  • Added new VideoPlayer entity (fully scalable with dynamic volume)
  • Added working Cinema interior to Default map (thanks Yurri)
  • Added Video Panel menu to Computers/Laptops/TVs
  • Added SignExit and SignNoSmoking objects
  • Players will now sit in the closest seat when entering vehicles
  • Seat position can be changed by pressing Jump or Crouch
  • Able to mod more entity types now (AudioPlayer, Splines, Waypoints, etc)
  • Mobs can get jobs too if the new characterType property on JobInfo matches
  • Added new Retriever job to GameSource and Default map (with new hat for mobs)
  • Multi-Plugin Jobs support: JobsAdditive (new jobs) JobsOverride (replace defaults)
  • Job metadata extracted to a JSON file in the game directory for easier modding
  • Support for synced Animators on mods (assign Animator and check ‘Sync Animator’ field)
  • Old Player mods must re-assign Animator reference on ShPlayerProperties and re-export
  • Added mountable FerrisWheel as a synced Animator example
  • All emergency lights now use Animators (old mods may have to reconfigure sirens)
  • Swim animation now set correctly if spawned/activated on water
  • Extra speedhack checks and also validate player rotation in addition to position
  • Added initiator player as a parameter to PlayerRestrain/PlayerUnrestrain events
  • Removed client-side checks on Suicide (Server DestroySelf event handles everything)
  • Send relative delta updates for much more accurate on-water/vehicle physics
  • Fixed time desync bug (affected things from movement to hit-registration)
  • Simplified and optimized handling of RigidBody and ground check updates
  • Fixed world bounds calculation (and action range checks) for scaled entities
  • Fixed some Scalable type entities missing scale controls in Builder
  • Fixed collider error on FloorEdge prefabs
  • All AudioSources set to 128ft maxDistance (FixPrefab script will set this)
  • World Builder: Must now hold Ctrl to enable snapping
  • World Builder: Shift/Ctrl while dragging will now Add/Remove from selections
  • World Builder: Door connections reverse auto-connect when one is assigned
  • World Builder: Better placement for new objects (ignore ceilings/backfaces)
  • World Builder: Position tool gizmo is now always World-aligned
  • World Builder: Mods now organized into sub-folders
  • New Dynamic Action Menu methods (see GameSource Jobs implementation for usage)
  • -ShEntity.SvAdd/RemoveDynamicAction(eventName, label)
  • -ShPlayer.SvAdd/RemoveSelfAction(eventName, label)
  • -ShPlayer.SvAdd/RemoveTypeAction(eventName, type, label)
  • New DestroyMenu function with optional menuID parameter
  • TextPanels can now have a dropdown menu with optional buttons
  • TextPanels will now parse shorthand color codes
  • ShowTextPanel(text) -> SendTextPanel(text, menuID, options)
  • HideTextPanel() -> DestroyTextPanel(menuID)
  • Added example /coinflip command to GameSource to show new TextPanel API
  • Fixed ToyCat/ToyMouse naming error
  • Deployed Parachutes keep forward velocity from player
  • Vehicle minSteeringAngle calculated in-engine instead of exposed
  • GetRandom() extension method now safer and works on any ICollection type
  • Fixed hitscan and visibility checks to always use proper masks and range
  • NPCs will equip/wear correct job specific items after restocking
  • Fixed rare seating position desync when players come back into network range
  • Added serverside restraint check before dismounting vehicles
  • Unique Device ID is sent with on Register/Login with ConnectionData (for plugins)
  • New Custom Profiles/Videos Setting toggle added
  • Profile URLs must use full URL now (any domain, just https required)
  • New GameSource event: PlayerSetEquipable
  • SvPlayer.SvSetEquipable uses ShEquipable reference instead of index
  • Slightly reduced AI air traffic to prevent collisions
  • Added new adjustable Framerate Limit in Settings menu
  • New ‘referencePrefab’ modding property to copy instead of replacing default entities
  • Fixed bug where Firefighters weren’t rewarded when putting out fires
  • Fixed completely messed up consumable boosts/nerfs
  • Action menus are now scrollable
  • Better error handling with reading server files
  • Improved motorcycle physics and colliders
  • Reduced memory allocations on syncing animators and inventories
  • Mobile input fixes and changes
  • Fixed server crash related to votekicking
  • Fixed random mobs getting human jobs
  • Use Unity’s internal Newtonsoft package to avoid conflicts
  • Fixed Copying MeshCollider when overriding/referencing default assets
  • Update to latest Game Engine release

See you!

-Benz

Jun 21, 2021
BROKE PROTOCOL - NongBenz

Animals Update Release
A landmark update is launching today for Broke Protocol. Animals are finally added and you’ll see them roaming the streets of all your favorite servers. They’re both player and AI controllable too. This is mostly a fun addition rather than strict roleplay so you’ll be able to drive cars and bomb banks as a terrorist dog. Only limitations right now for mobs are certain jobs and usable items.

Animal Accomplices

Yes you’ll also be able to recruit the AI animals as followers. Whether you want a loyal K-9 police dog by your side, or a felon feline partner in crime, they’ll do your bidding and attack all those who stand in your way. They are slightly faster than humans so can often help in foot chases and hunting down elusive foes. Your animal accomplices will ride shotgun with you in vehicles too.

Pet Furniture and Items

A bunch of new apartment furniture and world items have been added with this update like toys and bowls. Many are pet-oriented and could be useful especially since animal characters can purchase apartments the same way as humans. You’ll also see some new crimes associated with animal abuse if you’re the heartless kind of role-player. Mobs, clothing, and usable items for them can all be modded as usual so I’m looking forward to the cool Workshop items in the near future.

Animal Control

Animals can get wanted levels if they commit crimes too. Police are called in to take out violent animals just like wanted criminals. There are no pawcuffs in the game, but Police are now issued muzzles in order to restrain animals and bring them into custody. You can also find muzzles sold at the Default map Pawn Shop. After restraining, animals can be controlled, searched, and placed in jail.

Clothing and Items

Animals can equip items and clothing only marked with characterType equal to ‘Mob’ or ‘All’. This can be set in the item properties before you export mods so things will work in almost the same fashion as before. I have an example Sunglasses item set up this way but TheUnishark has already modded in a police vest for animal sidekicks. Don’t forget to mod GameSource and skins.txt if you want to disable some of these features for more strict RP.

Modding Changes

Some other modding changes were made in this update that are worth noting. Cloth components are supported again, they’ll work on vehicles, clothing, and anything else. Clothing no longer needs any colliders or specific mesh bounds assigned since the game will do this automatically now. Also the player seating animation origin is now set to the buttocks instead of the feet so it’s consistent with the animal meshes. Vehicles older than this update are detected and have their seat transforms updated automatically. But any custom Player/Character mods will need to be updated with the latest BPResources else their character positions will be incorrect in vehicles.

Note Google Play only supports Android 10+ apps now. But I’ll always keep an updated Android 7+ APK at Broke Protocol Downloads.

Here’s the full v1.14 changelog:

v1.14 Animals Update Changelog
  • Added playable and AI Cats & Dogs
  • Added Mob/Animal character type with new equipables/wearables/animations
  • Added Muzzle item for restraining animals (Police item, sold by MerchantPawn)
  • Added new animal related crimes
  • Added various new pet related props and items
  • Added BattleAmbience audio entity
  • Tweaked some 3rd-person camera positioning
  • Fixed camera and bounds calculations for scaled entities
  • Minor mesh error fixes and tweaks
  • Minor tweaks and fixes to Human animations
  • Minor AI ChaseState fixes
  • Cloth components for mods are better supported and working again
  • Auto-set renderer bounds for clothing/mods to match player model bounds
  • Modders no longer need to add colliders to clothing (auto-set at runtime)
  • All Seat Transforms should be positioned at buttocks for mobs and humans now
  • New mobsUpdate boolean in mountable properties determines Seat backwards compatibility
  • New dropdown in CharacterPoser Scene to select Human or Mob
  • Additional entity lookup method: EntityCollections.TryFindEntity(int ID, out ShEntity e)
  • Rewritten wandering AI state used by mobs and prisoners (WIP)
  • Fixed SplineNode rendering and cleanup bugs
  • Ctrl key modifier added to Undo/Redo/Duplicate to prevent accidental presses
  • Fixed physics and collider bugs when changing cameras and jumping
  • Server details panel rich text handling fixes
  • Fixed occasional broken swim animations
  • Better vehicle dismount and safe position fixes
  • Higher water jump boosting allowed
  • Safely handle server history/favorites corruption if too long for registry
  • Animation controller re-organization and cleanup
  • Added HandsUp event to GameSource
  • Added MenuClosed event to GameSource
  • Fixed some player physics issues with joints
  • Mobile buttons reset correctly on Death/Cleanup
  • Some audio volume normalization
  • Update to latest internal plugins
  • Update to latest UnityEngine release

See you!

-Benz

Official Discord
BROKE PROTOCOL - NongBenz

Apartment Raiding Official Launch
A huge update is landing for Broke Protocol today. You’ll find big changes to UI, new items, altered game meta, and tons of fixes. This update is the result of a public vote, and represents a more community-driven development cycle planned for 2021 and beyond. It’s been in the making for a while, so let’s finally dive into the Apartment Raiding Update 1.13.


Apartment Hacking

Up until now, apartments were a walled garden for criminals. A safe haven from law enforcement or other potential foes. It was especially convenient if you owned a place near a bank, and could make a quick getaway after a heist. This meta is dead – Apartments can finally be hacked and raided. The difficulty depends on the Security level so make sure to keep your place upgraded and decked out with gear. For hacking: Probe locations and mark the intersection of probe lines until all bugs are found. Stay sharp though – Fumbling the hack will gain you a wanted level.

Inventory Filters

Inventories are finally more manageable with this update. You’ll find new filters at the top of different menus. You can separate items into different categories which makes equipping items or shopping for furniture much more convenient. Make sure you browse the Security items so both you and law enforcement will be notified if a trespasser is detected in your properties.

Server Browser Updates

The Server Browser sees a long awaited update in 1.13. Servers can now use color codes/tags for their server names and even set a URL for launching directly with a button press. Also new is an option add a server to your Favorites. Favorited servers will always be at the top of your serverlist. Manage your Favorites and History using the the relevant tab buttons near the top.

Bigger and Better Modding Support

Servers get some additional modding capabilities too. They can sync animation parameters for any type of entity with an animator component, not just players. They can request to open URLs on clients (with a safe permission request first). Also big overhaul mods are better supported – large mods would timeout before quite often, especially on mobile. The Workshop Browser and Uploader have both also been fixed to be more reliable now.

Other Changes

A lot of other much needed fixes made it into the 1.13 release. Spectator cameras and chase cameras are both more reliable and steady. A bunch of World Builder fixes were added and player animations are better handled especially around firing and processing items. Player movement physics will feel slightly faster and more fluid than before.

Note Google Play only supports Android 10+ apps now. But I’ll always keep an updated Android 7+ APK at Broke Protocol Downloads.

Here’s the full v1.13 changelog:

v1.13 Apartment Raiding Changelog
  • Added hackable apartments with minigame
  • Added upgradable apartment security panel levels
  • New Items: SurveillanceCamera, MotionSensor, SecurityCamera, Tripwire, DomeCamera
  • Security items trigger Tresspassing crimes and notify owner
  • Around 10% increase in Player max speed and smoother movement and friction
  • svPlayer.SvOpenURL() function added for requesting URL opening on clients
  • Server names with color codes now supported
  • Added Favorites and History tabs to Server Browser
  • Servers now can set a URL for display/opening in the server list
  • Added Item Filters to Equipment and Furniture menus
  • Fixed broken item previews for some clothing mods
  • Added network packet support for Vector2 type
  • More reliable image loading timeout
  • AssetBundles loaded asynchonously (fixes mobile timeout with many mods)
  • ShProperty components can be multi-edited in Unity again
  • Workshop Browser fixes and improvements
  • Added Change Notes section to Workshop Uploader
  • Fixed occasional deadlocks with Workshop Uploader
  • PrisonKey can now be placed on ground
  • Added AudioPlayer class and CityAmbience world object (added to Default map)
  • World Builder: Fixed memory leaks
  • World Builder: Fixed missing properties on objects after on Duplicating
  • World Builder: Added Entity Show/Hide in Layers Panel
  • World Builder: Fixed dragging input fields not updating values in real-time
  • Support for random amount of Jails in a map (selected from randomly)
  • Report common map errors on load (no spawn locations or jails placed)
  • Added vehicle/mount stances for modding: StandStill, CrouchStill, StandFixed, CrouchFixed
  • Fixed ghost ammo on simultaneous sprint/shoot
  • Clear recoil animation when entering sprint
  • Removed crime penalties/fines for default/citizen job
  • Processor options can now require an item equipped (ie. Auto-equip Axe to chop down trees)
  • All entity types can now have an animator property set and respond to SvAnimate packets
  • Added SvAnimatorEnabled function/packet
  • Renamed all SvAnimate* functions to SvAnimator* for consistency
  • Added new AI WanderState for Prisoner AI (waypointless navigation)
  • Removed Obsolete chatted and trySell Cooldown queues (declare your own like in GameSource)
  • Boosted physics update send rate
  • Fixed camera glitching related to Teleport/Summon while Spectating
  • Fixed 3rd-person camera jitter
  • Fixed incorrect focal point when moving Camera In/Out
  • GameSource: TransferItem and DestroySelf (Suicide) events added
  • Update to latest Unity Engine (note: Cloth physics are disabled for now due to Engine bug)
  • Update to latest networking and database libraries
  • Masterserver updates (Location moved to Server Info and newer GeoIP lookup)

See you!

-Benz

Official Discord
Feb 1, 2021
BROKE PROTOCOL - NongBenz

The 2021 Update Official Launch
Every year I’ll use one update to brush up the game with much requested features and fixes instead of big flashy additions. The 2021 Update brings very important technical updates including big optimizations, hit-reg fixes, mobile improvements, and more quality of life stuff. But there are also some juicy additions around apartments and admin functionality.

Apartment Passcodes

Do you get annoyed at having to constantly invite friends and gang members into your apartment? Now you can just set and share a secret passcode with your contacts and have instant access. This user input API is also available for modding and yes passcodes are hashed for security on the client before being sent serverside. In the future, I’ll be looking at ways to allow apartment access and robberies even if the owner is offline.

Follower Commands

Followers are getting more useful with this update. They can now be positioned strategically or recalled from an engagement. Use the point key (Z) to direct them to hold a position. You can also hit the Alert key (H) to regroup them back with you even if they’re in combat. More features like giving them custom equipment and allow them to heal you is also being looked into for future updates.

Hit Registration

Hit registration has suffered ever since the Ballistics Update. This was a difficult problem so I added a debug mode with simulated lag and serverside bullets drawn. I was finally able to pin down and fix several issues related to making your shots connect at a distance. Melee combat is another can of worms that I’ll work on for future updates too.

Mobile Improvements

The mobile release has also seen some updates. Some PC hotfixes are finally ported over and you can now see a slightly different button layout. Auto-aim has been fixed with the ability to finally lock on to heads now and performance should also be a bit better than before. Other improvements like floating joysticks are planned as well.

Other Changes

Other changes include a Spectator mode for Admins – really useful to track down cheaters or look for abuse. A killcam is also added after death – it’s available via the API so could be useful for PVP / round-based modes. A bunch of modding features have been added including Animate packets for custom animations, new GameSource events, and the user input API.

Note Google Play only supports Android 10+ apps now. But I’ll always keep an updated Android 7+ APK at Broke Protocol Downloads.

Here’s the full v1.12 changelog:

v1.12 The 2021 Update
  • Added Apartment security panel – Set Passcodes and share with friends
  • Followers can be directed around with Pointing and Alerts
  • New InputMenu API and PlayerSubmitInput event to GameSource
  • Spectator mode added along with API and permissions
  • Killer spectate camera after death added
  • Fixed many hit registration bugs (now much more accurate at distance)
  • New Server network culling rewrite with speedup and fixes
  • Big server optimizations and cleanup
  • Reduced and combined many network packets
  • Removed Channel.Fragmented (Channel.Reliable supports large packets)
  • Added AnimatorFloat/Int/Bool/Trigger packets for custom animations
  • Re-ordered some transport action menu items
  • Added PlayerReady event to GameSource when player is first spawned and ready
  • Serverside checks to make sure player searches are valid
  • Increased all pistol fire rates
  • Reduced AI accuracy and firing spam
  • Mobile: Stopped toggle buttons being reset if fingers lifted
  • Support for poisonous consumable mods (set negative health boost)
  • Improved AI aircraft ground avoidance & maneuvering
  • AI now follow same view angle limits as humans
  • Some new Follower tips in announcements.txt
  • New OnPoint and OnAlert events added to GameSource
  • Added EntityRespawn event to GameSource (currently unused)
  • Only random spawns are allowed for followers to prevent exploits
  • ShPlayer.looking -> ShPlayer.pointing renaming for clarity
  • SvRestore has new optional interior/parent argument
  • Fixed broken Search player option in beta
  • Fixed Action Menu corruption if entity disabled when highlighted
  • Fixed occasional missing vehicle firing animations/sounds
  • Fixed client crash related to equipable/attachments initialization
  • Rocket and Shell weird physics at close range fixed
  • AI orient speed increased slightly
  • Fixed placeable blueprints broken when entering doors
  • Fixed sometimes empty vehicles with AI despawning
  • F16 model wings and drop tanks modified
  • Hercules engine audio range increased
  • Clamped gear ratio calculation
  • Added instant interior loading
  • Fixed grip animation error after incremental reloads
  • Raised cloud level
  • Reduced rain volume
  • Update to latest InputSystem
  • Fixed auto-aim to target heads too
  • Removed some old input hacks
  • New Unity engine upgrade
  • Updated to latest LiteDB library

See you!

-Benz

Official Discord
BROKE PROTOCOL - NongBenz

AI Overhaul Update Official Launch
Another huge overhaul is coming out today on Steam where AI is the main focus – but tons of other stuff added too. Command new vehicles in both sea and air where AI are finally worthy foes. Careful though, their land tactics have been updated too. I’ll give a quick rundown of all the cool changes coming in this version.

AI Self-Preservation

NPCs are no longer target practice for the hardened criminal. They coordinate movement, take cover, use smokes, and can fight in tight apartments or wide open airfields. They pose a substantial threat but you also have some backup. Players can recruit a follower from the streets of BP. Your loyal follower will defend you and attack your targets. More control over followers will come in future updates but for now you can finally have a competent NPC covering you.

New Flyable Jet – the F-16

Aircraft up to now were limited to crude transports – for both technical and gameplay reasons. Now with longer render distances and improved mounted weapons, combat jets are finally here. Enter the F-16 – in 2 variants. For a cool $10K at the military base, it’s yours – just hope you have a hangar you can save it in.

Air Combat

What good would jets be without air combat? AI have new capabilities with aircraft in both Air-to-Air and ground attack roles. Dogfight agile F-16s or evade prowling Apaches. Even if you manage to shoot one down, the pilot could survive and hunt you down on foot. Homing missiles and countermeasures will likely be added too but for now, cannons and rockets are a fun challenge.

Police Boats

Until now, the open sea has been a safe haven for wanted criminals. With the addition of armed Police Boats, escapes to international waters have been made more challenging. Boat physics have been made more stable – a far less nausea-inducing experience for players in the Coast Guard. A free Police Boat as well as a seaside repair/rearm zone has been added to the portside industrial area.

Other Changes

Other changes included boosted gun accuracy, mobile aim and button fixes, and more server modding options with menus and player display names. AI can aim projectiles properly over a distance – used for leading targets with grenades, rockets, or bullets. Get the new update today on Steam and keep your head low.

Here’s the full v1.11 changelog:

v1.11 The AI Overhaul Update
  • New usable and armed Police Boat and F-16s (2 Factions)
  • Can now recruit an AI follower who will defend you
  • Fixed boat stability and many physics bugs
  • New boat with Rearm and Repair zones at the Default Port
  • Much extended network view/spawn distance
  • New AI system (major rewrite)
  • New air combat AI (ground attack and air-to-air)
  • Improved NavMesh generation
  • Added NavMesh caching
  • AI can path across water and apartments
  • Improved ladder usage for AI
  • Improved AI vehicle chase behavior
  • All gun accuracies boosted
  • AI can now shoot from vehicles and use tanks turrets/mounted weapons
  • AI will flank and find alternate paths to targets
  • AI will bunch up less and move more fluidly
  • AI will suicide much less frequently
  • AI will take cover if suitable
  • AI will use available projectiles like grenades, flashes, and smokes
  • AI will now lead targets and adjust for gravity with all weapons
  • More reliable unstuck behavior from AI
  • New spawn vehicles/boats/aircraft for Police and SpecOps
  • Added Smoke to default SpecOps loadout (AI can use them)
  • Cleaned up GameSource using new helper functions to filter entities
  • Faster serverside entity cleanup
  • Fixed some consumable item sounds
  • PacketFlags are const now (plugins sending packets must rebuild)
  • Fixed server crash on invalid itemIndex with CheckEquipment/StartItems
  • Fixed auto-aiming at own feet
  • Added DisplayName event to GameSource for customizing chat/overhead/playerlist names
  • Player display names can be scripted with new SvUpdateDisplayName() function
  • OptionMenu labels now support rich text and color codes
  • NPC respawn timers increased to 40 seconds
  • Slightly moved camera origin closer to actual eyepoint
  • Added character animation masks to BPResources
  • Added Fog option to Settings
  • Removed -nographics argument from server startup to fix video mods
  • Mobile button stuck fixes
  • CanSeeEntity() now works against fires
  • Removed Show Health for dead players
  • Don't allow invite/kick if Restrained (GameSource)
  • More sanity checks on server against invalid inputs
  • Fixed and optimized broken Spline loading/rendering
  • Fixed occasional heightmap corruption
  • Support for larger map file transfers
  • Fixed Attachments unbinding when dropping items
  • Fixed hit registration for ballistics
  • Server network rate boosted to 50hz (from 25hz)
  • Update to latest Engine patch
  • Update LiteDB to latest patch
  • Update Networking to latest patch
  • Update to latest Chromium Embedded Framework (much faster on startup)

See you!

-Benz

Official Discord
BROKE PROTOCOL - NongBenz

A substantial update game update has been underway the past few weeks - a complete AI overhaul with new abilities, functionality, and deadliness. Much of it is covered in the preview trailer below so check it out!
You'll also catch a glimpse of some new vehicles coming with the next update :)

New AI tactics, navigation, air and sea navigation/combat are just some of the new features. You'll now be able to recruit NPC followers within your own job as a sidekick. Also new are a few Air and Sea combat vehicles (usable by NPCs) to make 5-Star escapes more challenging.
With that out of the way, it would mean a great deal if you were to nominate BP for a Labor of Love award due as I continue to develop years after release with updates on a nearly monthly basis.

Back to the good stuff now ->
In-Progress 1.1 Changelog
Done:
  • New usable and armed Police Boat and F-16s (2 factions)
  • Added recruiting AI followers within the same job
  • Fixed boat stability and many physics bugs
  • New boat with Rearm and Repair zones at the Default Port
  • Much extended network view/spawn distance
  • New AI system (major rewrite)
  • New air combat AI (ground attack and air-to-air)
  • Improved NavMesh generation
  • Added NavMesh caching
  • AI can path across water and apartments
  • Smoother pathfinding
  • Improved AI vehicle chase behavior
  • AI can now shoot from vehicles and use tanks turrets/mounted weapons
  • AI will flank and find alternate paths to targets
  • AI will bunch up less and move more fluidly
  • AI will suicide much less frequently
  • AI will take cover if suitable
  • AI will use available projectiles like grenades, flashes, and smokes
  • AI will now lead targets and adjust for gravity with all weapons
  • More reliable unstuck behavior from AI
  • New spawn vehicles/boats/aircraft for Police and SpecOps
  • Added Smoke to default SpecOps loadout (AI can use them)
  • Cleaned up GameSource with new helper functions (TryFindEntity)
  • Faster serverside entity cleanup
  • Fixed some consumable item sounds
  • PacketFlags are const now (plugins sending packets must rebuild)
  • Fixed server crash on invalid itemIndex with CheckEquipment/StartItems
  • Fixed auto-aiming at own feet
Todo:
  • Fix unable uncuff self bug (Thanks Tati)
  • Test AI pathfinding in water (Tries to climb unsuitable areas)
  • Dynamic scripting API for tags and overhead display
  • Text input Enter also sends submit to action menu
  • Increase NPC spawn timer
  • Occasional png heightmap error when starting server (Ask @Logic, Fixed now I think)
  • AI reseting over time to rank 1 items even when they have better?
  • Mobile shaders break/invisible on stretched entities
  • Make server side job vars not readonly
  • Make that trash with a pole destructible
  • UNITY: Input screen keyboard delayed
  • UNITY: Input system multitap bugged
  • Update engine and libs
Thanks for everyone's support. Testing and Release within a couple weeks.
-Benz
Oct 12, 2020
BROKE PROTOCOL - NongBenz
Hitman Update Official Launch

The biggest modding update since 1.0 is releasing on Steam and Google Play today – The Hitman Update brings a whole new job and bounty system to BP as well as more ways to mod custom content and gameplay. Whether you’re a player, modder, or admin, there’s a lot fun stuff to get into with the latest release.

Hunting Down Bounties

There’s a new career on the BP roster – the Hitman. Sporting some new gear including our first set of ski masks, the Hitman is the game’s paid assassin. Earn a cool $1000 for each mark struck off the bounty list. Anyone can place a bounty if the price is right and some AI targets are marked too. Find the Hitman Boss near the Hercules cargo plane on the Default map to sign up. And keep low if you end up with a bounty on your head, even AI Hitmen will target you – and they are no slouches.

Complete Job Modding

Until now, all jobs were hard-coded into the game – but no longer! All job related code and metadata have been moved to the public GameSource GitHub Repo and can be modded on your server. Edit existing jobs or add completely new ones. The existing code should serve as an example but don’t forget to check out the BP API Docs and the Official Discord for further info or inquiries.

Custom Entity Actions

Asset mods can now have custom actions defined for scripting or other modded behaviors. The actions can call a [CustomTarget] tagged method on any server plugins currently loaded. Open gates, equip a loadout, or start raining Hellfire missiles. An example is provided on the GameSource repo but anything is possible using both scripting and asset mods together.

Editor Updates

Scripting often needs extra data to make the most effective use of modding. When triggers or event actions are called, it’s important to have some meta data on what entity called it or other related info. The new Data property in the World Builder can hold any identifier you assign. It can be accessed via code for scripting.

For example if you have a bunch of Triggers on the map, you can tag one as ‘MilitaryBase’ and other as ‘BankVault’. Then you’ll know which one was entered in the event via the data property assigned. In the screenshot, you can also see apartments can now have custom furniture limits assigned – a long requested feature.

Control and Gunplay

Recoil and other gunplay has been tweaked. Some input bugs on both mobile and PC have been addressed. The Android release now has aim assist to help players land hits a little more accurately on this tricky platform. As always, more improvements are coming. Keep an eye out for the full Hitman Update release today on both Steam and Android (cross-play compatible).

Here’s the full v1.1 changelog:

v1.1 The Hitman Update
  • All Jobs now completely moddable (see GameSource on GitHub)
  • New Hitman Job (Boss located at airport)
  • New persistent Bounty system to set assassination targets
  • New clothing items for Hitman job (ski masks and more)
  • Police now have low level criminals marked for investigation
  • Apartment limits can now be edited in World Builder
  • Active Auto-Aim Assist added for mobile
  • Updated crouch recoil behavior
  • Fixed recoil when dry firing guns
  • Server crash fix: Error handling for player.Save()
  • Custom skin assets now work in skins.txt
  • Fixed Port wall meshes missing faces and textures
  • Phones, detonators, and handcuffs now usable in fixed seating
  • AI now always try to revert back to spawn clothing
  • Simplified a lot of code related to Entity spawning
  • Airplane gear now checks elevation vs ground instead of sea level
  • Cessna’s now modeled as fixed gear (never retracted)
  • GroupManager.WriteGroups no longer spams Method info
  • Fixed vision effects not updating when healing
  • Added SendOptionMenu() UI helper function
  • FunctionMenu replaced with TextPanel (use OptionMenu for input handling)
  • Old TextPanel functions renamed to TextMenu across API
  • Updated SendTextMenu() with optional window size parameters
  • More GetEntity() overloads to use entity names directly
  • Process Options now use pretty item names
  • Added ManagerLoad, Unrestrain, JailCriminal, and GoToJail events to GameSource
  • Persistent server storage now available in svManager.database.Data collection
  • Session server storage now available at svManager.sessionData
  • Added CustomData.ConvertData helper static function
  • Fixed AI job selection on initial spawning
  • Minor Job/Exp label HUD rework to prevent overlap
  • Update to latest Unity Engine patch
  • Update to latest LiteDB fixes
  • Update to latest Networking library
  • Database JobIndex save/corruption fix
  • All players now recieve gang war messages
  • JobName and JobGroup type name changes in groups.json
  • Prevent instant accidental action menu inputs
  • EntityCollections.RandomNPC and RandomPlayer added
  • Asset Mods can have eventActions defined for custom Action Menu options
  • Added Button entity as an example (new custom ButtonPush event defined in GameSource)
  • Added ‘entity.svEntity.data’ string field for custom storage (set in World Builder or via code)
  • Removed ‘identifier’ field from Triggers, use data field instead
  • Apartment furniture limit showing 0 on clients fixed
  • Garage parking checks improved
  • Fixed sometimes despawning garage vehicles
  • 3rd-person camera improved for motorcycles and karts

See you!

-Benz

Official Discord
...