Changelog: Added option to switch between controller-based and headset-based movement Slightly redesigned Controls tab in the settings to look cleaner Fixed enemies in Infection mode not reanimating
Changelog:
[Features]
Added option to switch between controller-based and headset-based movement
[Changes]
Slightly redesigned Controls tab in the settings to look cleaner
This is an experimental patch since I wasn't able to reproduce the crashes introduced in Update #10 Patch 3 myself. Since Patch 3's slicing improvements were multi-threaded, I presumed the crashes were related to sub-threads trying to read info from the main thread which isn't su
This is an experimental patch since I wasn't able to reproduce the crashes introduced in Update #10 Patch 3 myself. Since Patch 3's slicing improvements were multi-threaded, I presumed the crashes were related to sub-threads trying to read info from the main thread which isn't supported in Unity. Again, operating under assumptions but hopefully this will fix it. Let me know if you still experience any issues.
Changelog:
[Audio]
Changed the Clang sound for heavy blunt weapons when colliding with flesh
[Fixes]
Fixed the sharp melee weapon related crashes (hopefully)
[Hotfixes]
Changed a few more things to hopefully fix the crashes
Removed the test sticks from the main hub
[Hotfix 2]
Changed some more things to hopefully fix the crashes. Again.
The star of this patch is the improved chopping/slicing behavior, faster and heavier hits are now better at slicing, as they should be. Additionally, a lot of errors got fixed including the fatal error that caused crashes to desktop, full VR runtime crashes or even blue screens,
The star of this patch is the improved chopping/slicing behavior, faster and heavier hits are now better at slicing, as they should be. Additionally, a lot of errors got fixed including the fatal error that caused crashes to desktop, full VR runtime crashes or even blue screens, and the performance was somewhat improved.
Changelog:
[Features]
Greatly improved slicing at higher velocities
Added volume slider for shop stand music
[Weapons]
Added a Flanged Mace
[Performance]
Improved the performance and memory efficiency of the enemy movement script
Improved the performance and memory efficiency of the enemy health script
[Fixes]
Fixed fatal error that caused crashes, usually with modded weapons. This was due to infinite forces being applied to weapons accidentally
Fixed VRAM not being released properly which caused memory leaks and degraded performance
Fixed slashing audio (no more persistent sounds even after pulling a blade out)
Fixed an exception that occurred in the enemy spawner when only few enemies remained
Fixed exceptions in the NPC grab behavior script
Fixed modded melee weapons with custom grab points being unable to be holstered
Fixed mod prop loader not correctly attaching grab points in some cases
Fixed mod map loader causing exceptions in some cases with empty directories
Removed unnecessary warning logs from the firearm mod loading process
I'd like to start off by apologizing for the bug I accidentally introduced last update that caused some of the remaining enemies to not be counted as dead. I didn't catch it during my testing and truth be told, I couldn't reproduce it deliberately either. I made my best educated
I'd like to start off by apologizing for the bug I accidentally introduced last update that caused some of the remaining enemies to not be counted as dead. I didn't catch it during my testing and truth be told, I couldn't reproduce it deliberately either. I made my best educated guesses as to what the cause might be and hopefully that has been enough to fix it. If not, I added some safeguards that will force kill any remaining enemies, thus allowing you to complete the mission and preventing soft locks. Thanks for hanging in there!
I'm gonna try to improve the chopping behavior next so stronger hits wouldn't bounce off, right now it's kind of a crapshoot.
Changelog:
[Features]
Added overlay icons to the last remaining enemies if no kills have been detected for 30 seconds
Added a failsafe switch that starts killing remaining enemies if no kills have been recorded for an extended duration
[Fixes]
Fixed enemies not spawning in missions in some cases
Enemy grabbing behavior improved, they shouldn't be grabbing air any longer
Fixed SSAO not working
Fixed loading bar not rendering on top of everything else
Fixed zombie voices being about twice as loud as the regular enemy voices
[Modding]
Improved the material conversion process of mods for slightly nicer looking/less washed out materials
Specular maps now work for modded materials (metallic is still preferred and more physically accurate)
Custom shaders can be used if you import the OpenXR plugin into the mod project before creating the mod asset bundles
I figured out why the sharp weapons sometimes bounce instead of chop, particularly in the case of fast attacks. Essentially it tries to resolve the collision even if it should chop. With lower velocities, the bounce is not strong enough to override the chop/stab calculations but
I figured out why the sharp weapons sometimes bounce instead of chop, particularly in the case of fast attacks. Essentially it tries to resolve the collision even if it should chop. With lower velocities, the bounce is not strong enough to override the chop/stab calculations but once they get fast enough, it bounces away with enough force to interrupt the chopping on the same frame. The physics engine is working against me here so I'll have to wrangle the contacts on a lower level which will take a bit longer than a simple patch. Nevertheless, I hope this patch fixes at least a few of the issues you're having with this update.
Changelog:
[Changes]
Chopping and stabbing is now more forgiving with its angle
Chopping and stabbing now more reliable
[Fixes]
Fixed the cause of death calculations, and therefore the optional objectives and regeneration skills
Fixed newly added weapons defaulting to the Greatsword when saved as a creation
Fixed missing slicing functionality on road signs in the City map
Fixed armor pieces getting stuck to weapons after slicing
Fixed chopping functionality on some angles
[Modding]
Fixed the new modding SDK for sharp weapons, new melee weapons should now load properly. I'll still have to try to work some more black magic to get the legacy mods to a more serviceable state. The new modding Wiki is still a work in progress but I hope to finish it by next week. Chainsaw support for the SDK requires deeper support than just script-level so it'll still be some time before that gets added.
This was one of the hardest updates I've tackled so far. The logic behind it all broke my brain more times than I can count and all the features took more care to implement than I anticipated. Making the framework behind the new sharp weapons already took a while, implementing it
This was one of the hardest updates I've tackled so far. The logic behind it all broke my brain more times than I can count and all the features took more care to implement than I anticipated. Making the framework behind the new sharp weapons already took a while, implementing it for each and every existing (and new) sharp melee weapon made the process take even longer.
I hope the result makes up for the long wait since the previous update. And as always, if you notice any issues, be sure to let me know! There's bound to be a few bugs I missed even with rigorous testing due to the sheer scale of the overhaul.
Changelog:
[Features]
Added hurt and death sounds to the enemies!!! Featuring over 1700 unique sounds across 5 different voices.
Greatly improved sharp melee weapons.
Improved slicing. Slicing someone in half from the top down will result in two connected pieces instead of the previous one half and tons of other small parts.
Added 3 new tracks to the music rotation.
Armor and helmets can now be sliced in half with enough power behind the swing.
Armor and helmets now throw sparks when slashed.
[Gore]
Chopping is now possible! Chopping attacks no longer result in a binary state of sliced in half or bouncing off the blade. It's possible for a weapon to get lodged in the body part halfway through slicing.
Stabbing does not limit the horizontal movement anymore! Blades that have been stabbed inside can now be pulled out sideways, possibly slicing the body part in half.
Dismembered body parts can now receive blood and gore again without increasing the VRAM cost.
Slicing now depends on the follow through force as well, not just the force at the moment of impact.
[Physics]
Improved the stability of enemy bodies/ragdolls
Ragdoll glitches resolve themselves better
Removed hand collisions when wielding melee weapons to prevent glitches
Slicing causes less of a slowdown in a swing, swinging through multiple body parts or multiple enemies is much more feasible.
Axes and similar bladed weapons can now be pulled out in the corresponding direction if a corner/edge is sticking out of the body part.
[Changes]
Improved stability of the damage and cause of death calculations
Changed the modding framework to match the new sharp melee weapons. Old mods should still be somewhat compatible but there was only so much I could do and so many assumptions I could make. Remaking old mods using the new framework is still recommended.
Added support for custom hand poses for melee weapons.
Improved the shader for smoke and blood puffs to make the animation look smoother.
[Weapons]
Added a Chainsaw
Added a Viking Axe
Added a Zweihänder
[Performance]
Improved the performance of blood puffs (both bullet and dismemberment clouds)
Improved the performance and memory cost of blood painting
[Cosmetics]
Added a Hockey Mask
[Fixes]
A bug related to missing outfit save data sometimes causing spawns in levels to break should now be fixed
Fixed a bug relating to the Steam workshop uploader.
Fixed a rare exception when popping out eyes
[Hotfixes]
Fixed enemies not falling over when their legs are cut off
Fixed pitchfork not being able to stab
Increased the voice volume's max percentage to 200% as a temporary bandage until I can rework them to be more audible
Changelog: 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) G
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)
Happy holidays, everyone! Changelog: Music! Featuring 3 original tracks, one in the main menu and two for the missions. Expect additional tracks in the future. Completely overhauled audio system. Firearms sound louder, punchier and echo better Improved impact sounds for all melee
Happy holidays, everyone!
Changelog:
[Features]
Music! Featuring 3 original tracks, one in the main menu and two for the missions. Expect additional tracks in the future.
Completely overhauled audio system.
Firearms sound louder, punchier and echo better
Improved impact sounds for all melee weapons (blades sound like blades, blunt objects sound like blunt objects, not just a single thwack for all metal weapons)
Body impact sounds improved (dropping bodies sound like they ought to)
Dragging and sliding sounds (sound effects no longer limited to impacts only)
Firearms now have proper impact sounds
Bullet casings and shells have impact sounds
Blood drops no longer the dominating audio source
- I had to go over each and every object in the game for this so I may have missed something. If you notice some discrepancies or errors, do let me know.
[Changes]
Changed grab point logic to have better centering. This should mitigate the issue of having to over-correct your hands to aim two-handed weapons. If anyone prefers the old way, let me know and I'll add a toggle for the next update.
Slides and cocking handles no longer lock back if a magazine isn't inserted
[Weapons]
Added a Revolver Cannon from the same family as the previous update's Autocannon
[Performance]
Greatly improved the performance of some of the heaviest scripts. This should noticeably improve the framerate stability and overall FPS.
Reduced stutters related to audio
[Fixes]
Fixed slides and cocking handles locking back only halfway
Main menu now uses the same hands as the rest of the game
Fixed hand rotation in the main menu when using OpenXR (now matches the rest of the game's rotation)
Uploading mod updates should be fixed now
Fixed Church level performance, for real this time
I'd like to start off by apologizing for the long gap since the last update. Life got real busy really quickly but it seems likely that I'll have a bit more time from now on. In any case, I hope you enjoy the update despite it being on the smaller side! Happy Halloween! Changelog
I'd like to start off by apologizing for the long gap since the last update. Life got real busy really quickly but it seems likely that I'll have a bit more time from now on. In any case, I hope you enjoy the update despite it being on the smaller side! Happy Halloween!
Changelog:
[Features]
Physical revolvers! Cylinders can be spun using your hands, the environment or the enemies. The ejector rod is physical as well so you no longer have to whip the casings out (although you still can, if you so wish) and you can close the cylinder physically, again, without whipping.
Added new zombie enemy type
[Changes]
Added protection against corrupted save files. Any corrupted data will now try to fix itself according to previous backups. This may cause small amounts of progression loss but it shouldn't ever break altogether.
Enemies now properly abide by their visibility. They shouldn't keep firing at you if you're hidden behind a building.
[Gore]
Added brains inside skulls
Added lungs inside ribcages
[Weapons]
Added an Autocannon that fires small but devastating cannonballs
[Performance]
Added a graphics option to disable shadows altogether which should be a massive speed-up on lower end setups
[Fixes]
Fixed zombie bite attacks and made them more dangerous
Fixed zombie swipe attacks (again, much more dangerous in addition to looking better)
Fixed performance in the Church level
Enemies shouldn't get up any longer if they're missing both legs.
Slide and bolt handling should be a bit more reliable (less over-stretching or rotating off the sliding axis)
Bolt-actions should also be a bit more reliable now (not too sure about this one since I can't seem to reproduce the most common issue with my setup)
Updated Unity version to patch up the vulnerability that was found recently
This time I've managed to fit a few suggestions in this update and fixed some of the most glaringly obvious and common issues. Changelog: Added enemies that wield two-handed firearms Enemy firearms can now be used by the player (limited ammo and can't be reloaded) New Warehouse m
This time I've managed to fit a few suggestions in this update and fixed some of the most glaringly obvious and common issues.
Changelog:
[Features]
Added enemies that wield two-handed firearms
Enemy firearms can now be used by the player (limited ammo and can't be reloaded)
New Warehouse map with a bunch of new props that have been added to the spawn gun as well
Spawn Gun now has Undo and Clear All buttons
Added Unequip button to cosmetics (sorry about this one, it should've been there from the start)
Added rotating save backups to prevent data loss upon corruption (if you experience data loss, head on over to your %Appdata%/LocalLow/Kubunautilus/BrutalistickVR folder and you should be able to find and replace your corrupted/broken save with one from the backups folder)
[Changes]
Improved player feet animation
Added bullet impact particles to most objects
Reduced the amount of damage and deformation enemy collisions with the terrain cause
Reduced the frequency of joints breaking from bullets
Improved the hand positions of the Hunting Rifle
Improved the Underground Station a little to take advantage of the upgraded lighting system and added a few props. A full rework will come later on.
[Graphics]
Changed the way ambient lighting works to give smoother and more realistic lighting in most scenarios without a noticeable performance impact. In some cases, this even improved performance. A downside to this is there might be some light leaks in dark rooms, particularly in corners.
[Performance]
Improved performance of deformation by a bit
Improved the performance of some repeating audio sources
Greatly improved the performance of enemy spawning and dead body despawning (reduced hiccups during a wave)
Unused textures should now be properly released to prevent VRAM leaks
Occlusion culling now GPU-based to free up the CPU a bit more
[Fixes]
Reduced the chance of saves being corrupted upon crash
Slides don't require double racking anymore when they've locked open
Fixed enemies failing to get up after falling down
Fixed enemies not keeping their distance from the player (they no longer get all up in your face)
Fixed Chosen One glasses blocking the player's view
This was supposed to be a small update with only a spectator camera but I didn't like the way the player looked, so smooth and shiny... So I wound up making a whole cosmetic overhaul, including new hats for both enemies and the player, different glasses for both and a few new out
This was supposed to be a small update with only a spectator camera but I didn't like the way the player looked, so smooth and shiny... So I wound up making a whole cosmetic overhaul, including new hats for both enemies and the player, different glasses for both and a few new outfits, that now have to be purchased. This adds a ton of variety and personality to the enemies so your odds of seeing the "same" NPC are much lower now. Anyway, now that the framework is in place, making new cosmetics should be a breeze and further additions are to be expected.
Changelog:
[Features]
New cosmetics for both the player and the NPCs. Also includes a dressing room with a mirror in the Main Hub so you can actually see what you look like.
Spectator camera. This can either be controlled with the keyboard by a person at the PC or it can be set to follow the player.
[Changes]
Slightly increased the force needed to break a neck when it isn't held
Slides and bolts should move/animate more reliably when fired
Slightly adjusted player body movement to look better on the spectator screen and in front of the mirror
Gave Manuel LaBeaur overalls to wear
[Fixes]
Scopes should no longer break (again)
[Hotfixes]
Fixed agent glasses forcing you against the ground
This update has been a long time coming, physics-based slides and bolts did not seem feasible for the longest time but now we have 'em. Keep in mind that while I did test it out on every weapon at least once, there may still be a few bugs here or there where the weapon might not
This update has been a long time coming, physics-based slides and bolts did not seem feasible for the longest time but now we have 'em. Keep in mind that while I did test it out on every weapon at least once, there may still be a few bugs here or there where the weapon might not behave quite as you'd expect. Just let me know if you encounter anything like that and I'll do my best to quickly fix it. In addition to this, scopes have finally been fixed (at least I sure hope so, seemed to work in my tests), bone breaking got another pass and stats are now tracked and shown in the Main Hub. And last but not least, not a gameplay changing update in any way but there's new art for the game on the Steam Store page and in the Library, which, in my opinion, is a bit nicer than the previous version was.
Changelog:
[Features]
Added physics-based slides, bolts, and pumps. Racking a pistol with another one or even against an enemy or the environment is now possible. Even bolt-actions can be operated without having to grab the bolt or pump-actions can be pumped with one hand.
Added player stats to the Main Hub so you have a nice overview of both your playstyle and the extent of the carnage you've caused. These aren't retroactive, unfortunately, so past playtime doesn't count.
[Changes]
Reworked bone breaking. Grabbing with one hand is not enough to break joints anymore, you need either two hands on one joint or have an anchoring hand on another body part for it. This means that accidental snapping should no longer happen. Also slightly tuned the values required for some breaks.
[Weapons]
Added a Crowbar. What kind of a physics-based game are we without one?
[Modding]
Added support for alpha/transparent materials in mods
[Fixes]
Scopes should no longer break
Pump-action pumps no longer feel floaty and the pumping hand is now properly attached to your forearm
Fixed the cause of death not applying properly from time to time (should count decapitations more reliably now)
Revolvers still work the way they used to but with this in my arsenal now, I should be able to make an even better, more physics-based version of them soon.
Along with this update, Firearm Modding now has documentation on the framework's wiki, go check it out if you're interested in making mods. ( Link to GitHub page ) Changelog: Added breakable bones and snappable necks . Breaking the neck or spine results in an instant kill Outline
Along with this update, Firearm Modding now has documentation on the framework's wiki, go check it out if you're interested in making mods. (Link to GitHub page)
Changelog:
[Features]
Added breakable bones and snappable necks. Breaking the neck or spine results in an instant kill
Outlines are back! Enemies and the player now have outlines as a return to the demo and trailer visuals. If you prefer to play without these or if it incurs a performance hit, you can disable them in the Performance settings. (won't take effect until reloading a level)
[Changes]
Reworked player arms to look and feel a bit better. Still gotta give it another go at some point but this is already an improvement.
[Fixes]
Infected enemies should (hopefully) die when they're missing their body parts
Church level should no longer force respawn you
And, as always, let me know if you encounter any bugs!
Changelog: Added support for firearm modding Greatly increased the stability of enemies - Also includes the helmets and accessories Improved the stumbling and staggering of enemies (less likely to simply fall on their arse) Tactical Shotgun and Stockless Tactical Shotgun Melee en
Changelog:
Added support for firearm modding
[Physics]
Greatly increased the stability of enemies
- Also includes the helmets and accessories
Improved the stumbling and staggering of enemies (less likely to simply fall on their arse)
[Weapons]
Tactical Shotgun and Stockless Tactical Shotgun
[Changes]
Melee enemies now keep attacking you if you haven't moved out of range
Reworked the recoil of some weapons, mainly automatic ones (AK and M16 can now be semi-reasonably one-handed)
The death menu now moves with you to prevent soft-locks (for example, dying while falling left the death menu higher than it was possible to reach)
Player body collision with dead bodies and dismembered pieces disabled to allow smoother movement
Added safeguards to respawn the player back to the start when falling out of the map (this might still fail if the culprit is a particularly violent physics explosion)
[Gore Updates]
Bones no longer disappear upon dismembering the enemies. This leads to bones sticking out of sliced or busted open body pieces
Reduced the shininess of blood in order to improve the visuals and hopefully performance
Player hands can now get bloody
Caving body parts in with blunt weapons takes weight into account more, thus enabling deeper and wider wounds
[Fixes]
Fixed the dreaded bloom glitch
Fixed the spawns in the Church level
Reduced the brightness of the back room floor of the Church
Fixed melee enemies in the Office
Fixed the respawn mechanic when jumping out of a window in the Office level
Melee mods can now be uploaded without having to revert to a previous branch
Fixed the Lobby level's pillars
Fixed kick force upgrades
Changed the strength of recoil in slow-motion to prevent larger forces than intended
Fixed the charging handles of both M82 sniper rifles
Fixed dismembered pieces getting stuck in your hands if you hold them while chopping it up more than once (probably, might still have some edge cases)
[Known issues]
Enemies still take a bit too long to stand up but at least they appear to get up every time now
[Hotfixes]
Fixed modded shotguns not working
Fixed the mod map loader not working under certain circumstances
P.S
Be sure to check out the workshop, there are some really cool firearm mods already out there, made by fuzzymanboob420, and you no longer have to be on the experimental branch to use them!
And, as always, if you find any bugs, be sure to let me know and I'll do my best to squash 'em.
Changelog: Added break action shotguns Added regular checks to kill enemies that may have fallen through the map and prevent mission completion Raised the stiffness of player arms, no longer as wobbly with fast movements or strong forces and no more shoulders at ear level Three n
Changelog:
[Features]
Added break action shotguns
Added regular checks to kill enemies that may have fallen through the map and prevent mission completion
[Physics]
Raised the stiffness of player arms, no longer as wobbly with fast movements or strong forces and no more shoulders at ear level
[Weapons]
Three new double barreled shotguns
Boomstick (regular double-barreled shotgun)
Sawed-Off (double-barreled shotgun with sawed off barrel and stock)
Shorty (double-barreled shotgun with sawed off barrel)
Overhauled the 50BMG and 100BMG Sniper Rifles visually and fixed their recoils (they really kick now)
[Changes]
Enemies stand up more reliably, no more floating up from their pelvises
Sniper rifles can now have more than a single instance in the level and are no longer removed from the weapon wall after picking up one of them (dual-wielding 100BMG?)
Improved the visual clarity of scopes when viewed close-up
Lowered player body a bit so your neck is actually visible and not stuck inside your torso
[Fixes]
Fixed infected waves
Fixed zombie attacks not working
Fixed tons of shiny objects in the Office and Lobby levels
Revolver casings no longer fall through the floor when ejected
Fixed shiny dismembered limbs (probably, I haven't encountered them again)
Fixed missing shopkeeper skins
[Known issues]
Enemies without one leg will still try to walk, although not very well
Sometimes enemies refuse to get up after falling and try to attack you while lying down
Melee enemies with a knife seem to get stuck on walls in the Office level. Not sure what's up with that but I can't seem to reproduce it reliably.
This has been a long time coming. The idea has been taking shape for quite a while in my head and I finally felt the theory was solid enough to start building upon it. So here we are, enemies that properly react to getting shot and hit. They don't just fall to the ground when dyi
This has been a long time coming. The idea has been taking shape for quite a while in my head and I finally felt the theory was solid enough to start building upon it. So here we are, enemies that properly react to getting shot and hit. They don't just fall to the ground when dying or becoming unbalanced but rather stumble and stagger. However, do keep in mind that this is the first iteration so it might still have some bugs or unintended behaviors and expect further improvements and polishing in future updates.
Changelog:
[Features]
Added fully procedural enemy animation system
Added kicking along with its upgrades (hold down the jump button and press the trigger to kick)
Enemies now stumble and stagger on death, hits to the legs and damaging enough hits to the rest of the body
Enemies can now grasp their wounds and try to catch their fall
Enemies can now curl up on damaging enough hits to their body
Enemies now either start flailing or curl up when falling or flying at high enough speeds
Blood can now flow on top of the armor when the shot penetrates
Reworked the player body (again) to be much less prone to glitching, and look and feel more stable
Player legs now actually move and (try) to walk and run
Both the enemies and the player now have footstep sounds (doesn't take different surfaces into account for now)
[Physics]
Decapitations or head splitting no longer as prone to physics glitches, decapitated heads actually abide by the laws of physics
[Weapons]
Added two tacticool melee weapons, the Modern Machete and the Tactical Sword
Added a .50 BMG Revolver, the Carpus Mortem
[Changes]
Enemies stand up faster now
Jumping doesn't force you to crouch down as far as it did before
Enemies now lose strength in their whole body at around the same rate when dying
Shotgun can now be pumped without pressing the trigger when a shell isn't chambered
[Performance]
Greatly improved the performance of enemy movement logic
Enemy check for grounded state much more performant
[Fixes]
Fixed armor not properly blocking bullets
Enemies now much less likely to grab air when trying to stop their fall
Enemies can no longer see the player through buildings or terrain, no more constant firing sounds
[Known issues]
Some (mostly dual wielding) enemies on higher difficulties slouch forward quite a bit when aiming
Player foot doesn't always reset right away after kicking
Changelog: Enemy upper bodies now have a more accurate collider. Should have more reliable behavior with wounds, flowing blood and overall collision accuracy. Enemies now have flowing blood from their wounds again Dynamic objects now receive blood splatters again Mission progress
Changelog:
[Changes]
Enemy upper bodies now have a more accurate collider. Should have more reliable behavior with wounds, flowing blood and overall collision accuracy.
[Fixes]
Enemies now have flowing blood from their wounds again
Dynamic objects now receive blood splatters again
Mission progress counter on player arm now works properly
Fixed 50BMG Sniper Rifle housing a tiny sun
Fixed uploading mod maps if props weren't included in the map
The workshop expands! Now supporting map and prop mods with a nice Spawn Gun overhaul to support mod prop spawning along with all the base game physics items! In addition to this, I've upgraded Unity to a new major version, which is also part of why this update took so long. But
The workshop expands! Now supporting map and prop mods with a nice Spawn Gun overhaul to support mod prop spawning along with all the base game physics items! In addition to this, I've upgraded Unity to a new major version, which is also part of why this update took so long. But in exchange we've got much better physics with much less mid-air stuttering, overall performance has improved a little and some small graphical improvements at little to no additional performance cost. And probably some small bugs that I may have happened to overlook during playtesting, make sure to let me know in the comments or on the Discord server if you find any.
The barrier of entry for map and prop modding ought to be lower than it was for melee weapons so if you're at all interested, check out the BRUTALISTICK VR Official Modding Framework. Looking forward to what you guys create!
Changelog:
[Features]
Added map and props modding
Modded props can be deformable, breakable or just plain old physics props
Spawn Gun no longer just for enemies, now supports all possible props and weapons, including modded
-Creations excluded, for now...
[Physics]
Overall physics improved, less mid-air stuttering and more stability all-around
[Graphics]
Reworked all shaders to support better lighting, particularly in shadows and on shallow view angles
[Performance]
Overall performance improved by a little
Breaking and slicing objects performance improved by a little
[Fixes]
Joint positions after dismemberment improved. Should now have much fewer cases of shoulders floating some distance away from the torso after slicing the enemies' arms and such.
Enemies no longer get stuck in a semi-crouched position on spawn, unable to move properly
[Known issues]
Due to the way the new arms work, overextending controllers can drag your body along with it. Usually this isn't an issue except when you set down your controllers or lose tracking.
Enemies still sometimes grab the air when attempting to catch their fall
Enemies rarely hang in mid-air upon death or unbalance
Player body can sometimes act weird when crouching (reverse spine). This is due to the Unity update requiring a small rework of the player body.
Changelog: Slash and stab wounds finally correctly reflect the orientation of the blade Slashing is now possible when holding the weapon against a body part, not just with new hits Throats can now be slit causing the enemy to bleed out in a few seconds with a pulsating blood stre
Changelog:
[Gore Updates]
Slash and stab wounds finally correctly reflect the orientation of the blade
Slashing is now possible when holding the weapon against a body part, not just with new hits
Throats can now be slit causing the enemy to bleed out in a few seconds with a pulsating blood stream
Shots and stabs to the throat also cause the bleed out sequence to start
[Changes]
Changed enemy movement logic to make them faster
Made dismemberment about 30% more difficult all around since it was a bit too easy
Made slashing deal a bit more damage and made it more satisfying
Both revolvers now have more penetrating power, so they're no longer just a harder to reload (and arguably cooler) version of the Deagle
[Fixes]
Locational damage now works better with melee weapons, meaning hits to the head do even more damage than hits to the limbs
Fixed bullet penetration order
- Previously the first impact was guaranteed to be what it should logically hit but subsequent hits may have been out of order. For example, shooting someone in the chest plate could result in the back plate getting hit as well without even touching the chest itself.
The enemy movement logic change carried over to the fixes side, meaning melee enemies move properly for the most part
Fixed the navigation mesh in the Lobby, enemies shouldn't slow down or get stuck in some places anymore
Fixed intestines being bright pink and transparent
This update took way too long to release and for that I apologize. In return, I hope you'll accept my peace offering of the largest update so far! Changelog: 2 new types of missions - Zombie and Infection Zombies and infected enemies Night modes for Church, Farmland and City leve
This update took way too long to release and for that I apologize. In return, I hope you'll accept my peace offering of the largest update so far!
Changelog:
[Features]
2 new types of missions - Zombie and Infection
Zombies and infected enemies
Night modes for Church, Farmland and City levels
New progression for unlocking night modes and new mission types
[Weapons]
.357 Magnum and 12 Gauge Revolver no longer experimental (now in main branch)
Added .44 Fat Revolver with a cyberpunk design
Added M16 with select fire capability
[Gore Updates]
Enemies now have a jawbone
Enemies now have upper arm bones
Enemies now have lower arm bones
Enemies now have thighbones
Enemies now have shinbones
[Physics]
Reworked player arms (again!) to minimize the dreaded inverted elbow. Also overall not as in your face as they were previously and more in line with the implementation of arms in other games while still retaining the physical nature.
[Additions]
City map now has working street lights that can be broken by shooting them
M16's mag release button now works as the fire mode selector. Mag can be released by manually grabbing it or just moving a new mag next to the old one.
[Graphics]
Reworked the skybox shader for nicer looking clouds
Skybox with stars and moon for night levels
[Changes]
Progression counter now gives a message when current progression limit has been reached
Missions tab now has pages since the new missions would've made the list too long
Shotgun can now be pumped only while holding down the trigger on the leading hand. This is in order to minimize accidental pumps and make aiming easier
Enemies now stand up, get upright and start walking faster
Enemies now start firing sooner upon seeing the player
[Fixes]
Enemies can now grab static objects when unbalanced. Previously it was only possible for them to grab dynamic objects, such as furniture and weapons, now it's possible for them to hang off ledges and such when thrown.
Fixed weapons that had a chance to insta-gib not doing chip damage. This was most noticeable with the .357 Magnum that had a low chance to insta-gib limbs but sometimes didn't gib when tens of bullets were unloaded into the same limb.
Fixed some weapons not leaving bullet holes in the torso
Revolvers can now be reloaded from the belt
Enemy pelvis height is now set according to distance from the ground to prevent the occasional bug of crouch-walking
[HOTFIX] Fixed new mission types being available before completing the unlock missions for them
[HOTFIX 2]Fixed infected type missions spawning zombies instead
[Known issues]
Due to the way the new arms work, overextending controllers can drag your body along with it. Usually this isn't an issue except when you set down your controllers or lose tracking.
Enemies sometimes grab the air when attempting to catch their fall