**Change Log - Alpha 0.5.6.1428. **
Coding Update
-Footprint System is nearly complete. Submitted 120 files to the depot, between BPs, table files, materials, etc.
-Footprint Component can be placed on any player, enemy AI, or animal we’ll have in the game. It’s set up so modular that we can quickly swap in human footprints, animal footprints, or any other creative use we can think of.
-Footprint Actor with various settings, including footprint duration and what materials the player’s steps react with.
-This isn’t working perfectly yet, but I’m going to get back on this as soon as I get home from work tomorrow (Monday) and plan on having this cleaned up and fully submitted to for his networking pass. There’s just a bit of work left to do on the Player Character BP.
-This can be further used to do things like leave “fresh tracks”, or other “events” that might be designed for the Open World-ness of the player experience.
-Modular Equipment Component
–Implementation of static mesh equipment pieces
–Implementation of texture-only equipment pieces
–Adjusting the prototype code to support these two new types of equipment pieces
–Addition of all 30 equipment slots and assigning them to their respective components
–Speed optimizations
