Weekly Update #4

Biggest visual from this week is that Harry has now tied in vehicle animation to movement speed– now when a mech accelerates from stationary to a full run it doesn’t look like Wile E. Coyote running in place. Dale has been working on updating the AI pathing to understand when formerly inaccessible areas have been breached via destructible walls. In his own words, “Props now have a new property “walkable_when_destroyed” which takes a boolean.  Anything which should no longer block pathing after being destroyed should set this field to true. […]