Changelog
1.1.0 — Arrow Overhaul
Arrow Flight
- Replaced per-frame gravity counteraction with direct
m_gravity on projectiles (zero overhead, no floating-point drift)
- Ballistic trajectory now computed from actual projectile speed and gravity in Projectile.Setup, not guessed beforehand
- Lead targeting: arrows predict target movement using Character.GetVelocity()
- Zeroed projectile accuracy spread for reliable NPC archer hits
- Full ballistic formula with height compensation and 25-degree max angle cap
Arrow Sticking
- Arrows embed in targets on hit and transfer to ragdolls on death
- Deterministic bone-name matching between character and ragdoll skeletons
- Scale correction for ragdoll prefabs with different scales
Bug Fixes
- Fixed SharedData deep clone — m_attack and m_secondaryAttack reference types are now properly cloned, preventing corruption of global bow prefab data
- Simplified archer aim: flat aim at target center, Projectile.Setup adds the arc
- Widened volley stagger to spread SphereCast load across frames
- Weapon VFX stripping removes particle effects, trail renderers, and lights from equipped weapons
1.0.0
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