Small update
Wanted to get a few things in sooner rather than later.
Bug fixes
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Fix for devices staying disabled for extended durations.
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Fix for being able to throw devices with a bad connection.
Changes and additions
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Custom player on player 'collision' and avoidance system to try out:
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Replaces the standard Unreal solid collider with a 'soft zone' which reduces speed and causes players to slides off if intersecting.
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Part of the client predicted movement system, so no longer affected by inconsistencies of player locations between server and clients.
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Hopefully removes, or a least greatly reduces, any rubber banding or other weirdness from body impacts and melee encounters.
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Akimbo adjustments to push away from just being pure mindless burst damage, and also allow all sidearms to be made viable:
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Damage modifers per weapon rather than global (will allow easier balancing adjustments as needed).
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Firing is now always sequential, even while aimed (weapons dont fire at the same time, less burst more sustained fire).
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Increased spread penalties, but now only while not aiming.
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Increased Core generation bonus.
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Temporal suspension can now only be triggered during dive and rolling maneuvers while airborne (dive, air dive, wall flip, somersault etc.).
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Recovery speed reduction from 0.25 > 0.5 m/s.
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