6,097 Commits over 3,744 Days - 0.07cph!
disabled particle refraction
Back of metal facemask no longer protects the same as the front ( same as burlap headwrap now)
attempt to fix footstep issues
Supply Signal now networks properly to people out of range or if they are just connecting
projectiles clean themselves up when invisible
adjusted tracer material to look similar to old one
tracers effects are scaled based on velocity
Ammo in clip counts towards type of ammo (can pull up ammo swap menu if ammo in clip differs from inventory ammo)
Fixed ammo top-up exploit where reloading with only 1 ammo of a differeing type would change all bullets in the mag to be that type
phrases + fix 556 ammo name
proper supply signal icon
WIP smoke rocket (disabled)
Proper ammotype change prediction
ServerProjectile aimcone calculated on server
added high velocity rocket (wip)
Can now use multiple ammo types
whole bunch of changes to the ammo/weapon system
//move num pellets into the ammo type
//move velocity base into the ammo type
//add velocity scalar to the weapon
//make eoka fire any rounds
fixed bullet texture on revolver
fixed ak47 viewmodel clipping
Changed beancan unpredictability to be more event based than random
70% chance beancan is predictable with a 3.5-4 second fuse
15% chance to explode very shortly after throwing
15% chance for extra long fuse
25% chance for dud
50% chance dud re-ignites when picked up
firearms lose less condition per shot
added proper icons for beancan & smg
added light to beancan grenade fuse
lowered SMG fov
repositioned viewmodel to be lower
updated wick sparks to be emissive
increased grenade effectiveness
Added Custom SMG
reduced revolver crafting costs
beancan grenade icon update
nerfed arrow projectile velocity
reduced extra-long delay chance
fixed compile errors with grenade
grenade polish
beancan grenade first pass
beancan grenade first pass
giddyup - merged research table into main