Have a Drink on Us
beer can weapon conspiracy hut
Developer posts and news about this game.

beer can weapon conspiracy hut

Made the cabin more bitchin

fixed replication of bullet holes on static and dynamic objects

added static and dynamic bullet holes with unlimited duration and range to check gun sights

Completely Fixed client side aiming and host aim errors fixed tree ground halos adjusted season colors and tree leaf colors to be more consistent Flashlight adjustments, perhaps too dark still

redid hit detection to revert the previous changes

Added hundreds of new bucky lines

fixed the client side bullet spawn vector to actually be correct added hit detection markers with 2 colors for crits added headshot and +1 point markers for clients updated physics of some objects to replicate so their position will be consistent - no more hiding in boxes

small update to patch an issue with no more than 10 deer spawning

Ben requested a controls guide, so here it is:

we battlefield now

This should be a reasonable playtest, the deer and first pass rot deer animate and move, should spawn and progress through the stages

Core frunctionality of multiplayer is working replicated reload and weapon visuals replicated UI functions known bugs: until you reload the first time clients have ghost 3rd person meshes

FOnlineSessionSearch::bUsesPresence does not exist in UE 5.7 Removed the invalid property access in AFMatchmakingGameInstance.cpp replaced it with the UE 5.7-supported query flag: ActiveSessionSearch->QuerySettings.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);

Updated matchmaking debug output to add the steam output and custom Output

removed some notes that were streaming for PR number gen updated new Rot Deer, you may see them around but they have no AI