The dubious physics in Broke Protocol has needed some love for quite a while, and now while Unity is updating its core physics API, I thought it’d be a good time to overhaul BP’s physics implementation as well. Everything from ragdolls, to gun handling, and even water buoyancy has been adjusted and tweaked for more predictable and better quality reactivity. There are some other important details to get into so let’s cover those too:
Unified Physics Overhaul
Until now, BP’s physics had been segmented among classes with different handling and reactions. Client-side destructibles lacked buoyancy, only entities were reactive to explosions, and drag was applied differently depending on type of object. But now, physics reactions are unified and handled the same across all classes of objects. Explosions, buoyancy, and drag is applied consistently and predictably across the board so players can plan and react better to any kind of explosive scenario.
Dismemberment and Ragdolls
I didn’t want to get too gory on this next feature, but I feel like it’s a requirement for all the War Modding that’s been developing lately (mostly by DwightSchrute and the talented WarForce team). Player models now have limb dismemberment after death. Body parts also have proper reactions as part of the unified physics system. Additionally, all entities can now continue to take damage after ‘death’ which for players results in additional dismemberment. And for vehicles, it can result in quicker or instantaneous explosions similar to the GTA series.
Weapon Updates
Weapons also receive a big overhaul in both modding and mechanics. Recoil is much better animated with a more standard re-centering pattern seen in traditional shooters like Counter-Strike, Rainbow Six, and others. Equipables can also have their Attach Bone property modded. This is used for Muzzle restraints on animals now but can be repurposed for all kinds of modding ideas. The EquipablePoser in BPResources will, as always, help placement for this.
UI Elements Modding
UI has seen major updates and fixes, especially for mobile and interactivity. UIs are no longer set active by default. Modders must call the new SvPlayer.VisualTreeAssetClone() with the UI top level element name to produce a UI and SvPlayer.VisualElementRemove() to remove part of the subtree. Note that any time a UI is cloned, all button clicked events must be re-established. So it might be more beneficial to hide/show complex UIs rather that Removing and Cloning each time from scratch. Layer and input fixes across PC and mobile have been added as well. Rockford is making beautiful interfaces with this for their relaunch soon, so keep an eye out.
Interior Cloning and Other Improvements
Tons of other fixes in the changelog below have been added, I’m especially thankful to TheUnishark for some of these improvements. A major update for interiors is the return of Cloning and Destroying entire interiors. Apartments now use dynamic interiors, and this will also be useful for missions in the future but it’s fully accessible in the SceneManager class for modding in the current API. PointLife might use this system again for their very cool Ganghouses implementation.
Here’s the full Physics Update changelog:
v1.39 Physics Update Changelog
Game Changes:
Interiors can be cloned and destroyed dynamically
New ragdoll dismemberment and physics
Gun mechanics and handling overhaul
Unified buoyancy, drag, and explosion physics for ragdolls destructibles, and entities
Allow negative health for extra entity destruction effects
Fixed MGFixed low firerate
Jump velocity is now moddable
Attach bone on Equipable items is now moddable
Moved credential checks to purely serverside (GameSource)
Player mantling physics fix
Footstep audio is synced to animation rates now
Cleaner InWater and Ground properties to replace Grounded property
Fixed embarking players into single seat furniture
Allow random spawns to be knocked out
Fixed some wheel physics sleep logic
Save entities CustomData in apartments (Thanks TheUnishark)
Improved godmode (Thanks TheUnishark)
Sprint is now toggled as long as an input button is held
Cleaned up Humanoid and Mob fbx files with cleaner animations and mesh fixes
Wait until grounded again before recovering from KnockedDown state
Many UI blocking/layer fixes for custom UIs on mobile and PC
Clone/Destroy Visual element nodes from UI API
Add account delete option from Register Menu
Rebuild vanilla BPA’s with latest updates
Can play destroy effect on any entity now
Added particle trails to Flare effects
Improved AI passenger behavior
Update to Unity 2023.3.0a18
API Changes:
Unity physics naming changes with related to velocity and drag (angular and linear)
ShEntity.Grounded replaced with InWater and Ground Properties
A few corrections were made in some of the high levels (91-100). The Settings page does not support changing the language. English is the only language supported at this time.
Changelog : - ACT 3 "Arctic Summit" - New Added Story & Lore Elements - New Artifact "Glacial Lead" - New Weapon "IDF.556" - New Weapon "Taurus.46 PDW" - New Melee "Oni-Goroshi" - New Melee "Dreadbeak Edge" - New Cartographer - New Player Arm Model - New Point Aiming System - New Weapon Inspect System - New Main Mode Weapon Stash - New Delete Main Mode Save Button - New End Run Interact On Boss Arenas - New Run Saving System - New Player Headbobbing - Reworked Spawning System - Main Menu Overhauled - Pause Menu Redesigned - Firing Range Remake - Improved Gore - Improved ADS - Improved Bullet Case Eject - Improved Bullet Tracer Smoke - Improved Perks UI Appearance - Improved Envenomed Ascent Level - Improved Derelict Arena Level - Improved Post Processing - Improved Arenas Mode - Reworked Main Mode Elevator Sounds - Reworked Bullet Case Sounds - Reworked Vault Door Sounds - Reworked Stronghold Door Sounds - Revamped Stronghold Rewards - Fixed Bug Where Player Death Animation Would Not Play - Fixed Bug Where Demons Would Stop Chasing If More Than 50 In Level
S.E.C.U. Has now officially released out of early access, thank you everyone that has supported the early access development period, my very first time finishing a game as well.
And this will not be the final content update, i will be doing post launch updates that will consist of more weapons and arenas maps.
Stack your re-rolls: Card Reward's free re-roll now stacks up to a maximum of 3. Free re-rolls will increase if you don't roll your choices.
A new algorithm will now attempt to provide structures desired by players based on their previous choices. Re-rolling a structure will prevent it from appearing in the next nine turns.
Performance Improvements 🏃♂️💨
Plants, structures, and animals are now cached into the memory. Hopefully, this will improve the game's performance when executing effects like Wheat Expansion and Corrupted Bunny.
Loading save files will definitely be faster now due to the previous feature! Unfortunately, you WON'T be able to load farms from previous versions.
We removed that quick "delay" animation on plants, which was causing some stuttering in the late game.
Fixes 🔧
Watery Tree wasn't watching for plants placed before it. Fixed! 💦
Fuel Cow wasn't giving the expected amount of fuel, which is one of the causes of the negative fuel terrifying bug. 🐮
Fixed a bug where Wheat Expansion was causing the game to trigger every passive two times in a row.