Early Access Feature Update #9.7 - 'Tis But A Scratch
Changelog:
[Gore]
-
Bullet holes, slash wounds and blunt trauma now have gore textures in addition to blood
-
Wounds are now dynamic and not decal based
-
Blood on bodies and the environment can receive more details (no longer completely bloody or not bloody at all but has blending instead)
-
Gore and blood textures don't disappear from body parts after dismembering
-
Improved blood puffs (now also receives lighting)
-
Custom blood color is now applied to gore and particles as well
-
Slashing now causes directional blood sprays
-
Improved blood textures to take advantage of the more detailed shaders
[Features]
- Improved and more dynamic slashing (feels more impactful and controlled)
[Changes]
-
Changing blood color is now reflected in real time (no need to reload the level)
-
Changed the way slashing damage is calculated (now depends on the length, strength and velocity of the slash)
[Weapons]
-
Added a Scimitar
-
Added a Naginata
[Performance]
-
Improved blood painting performance
-
Improved performance of firearms that aren't currently active in the scene
-
Removed the ability of dismembered body parts to receive new blood stains which improves dismemberment performance and reduces VRAM usage
[Fixes]
-
Fixed force grabbing disabling hands from time to time
-
Fixed disabling armor in sandbox mode
-
Fixed modded bolt-actions
-
Fixed impact sounds for modded weapons, props, and maps
-
Fixed dismembered hands with melee weapons continuing to swing (fly) at you
-
Objects that don't have an impact sound tag applied should now rely on fallback tags (hopefully no more silent impacts)
[Hotfixes]
-
Fixed pointy zombies
-
Fixed prop and map loading
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.