Weapons can now be rotated, have their VFX play, and no longer are Depth-of-Field blurred while in the Inspection Screen
Likewise, Ships can now be rotated, have their contrails previewed, and also no longer have Depth-of-Field blur while in the Inspection Screen
No Time To Explain
Touch of Malice
Outbreak Perfected
Quicksilver Storm
Witherhoard
The Navigator
Ager's Scepter
Conditional Finality
Bad Juju
Different Times
A Distant Pull
Rapacious Appetite
Until It's Return
Targeted Redaction
Lord Of Wolves
Hierarchy Of Needs
Centrifuse
Ruinous Effigy
Merciless
Anarchy
Winterbite
One Thousand Voices
Sleeper Stimulant
Worldline: Zero
Deathbringer
Thin Precipice
In Season of the Deep, we made some long requested fixes for the Inspection Screen and Eververse preview screens. This was a small team endeavor to solve some of the longer existing problems for players who wanted to make informed fashion decisions. With the way the Gear preview system is setup, it wasn't as easy as just checking a box, this required setting up some complex logic gates to load the correct VFX system for the correct weapon/ornament, or properly convey the correct gameplay parameters to a screen which has no concept of what those may be. The results of this effort speaks for itself, you can now do the following when previewing your gear, whether in the Eververse store or your inventory.
Weapons:
-Rotate them!
-View their ambient VFX!
-No more DoF blur so you can see your entire weapon!
Ships:
-Rotate them!
-Preview their contrails!
-No more DoF blur so you can see your entire Ship!
Armor:
-No more DoF blur so you can see your entire Armor Piece!
These improvements could not have been done without the help of Cinematic Technical Artist Fritzie Mercado, Associate Engineer Amir Azmi, and PGSW Feature Lead James O'Donnell. These individuals took time out of their day in order to walk me through some of the more unknown systems in order for us to come up with a systemic and sustainable solution for future weapons/ornaments, and I thank them deeply :)
More Special Thanks:
-AJ Novak: Audio Design
-Mark Flieg: Rewards VFX Lead
-Pete Kugler: Narrative Systems Engineer