Hi. Welcome back. Certainly glad you could join us today!
We're here to apply happy little fixes. So we take our extinguishment brush and mix a little Titanium Fix with some Crimson Improvement. Mix the two really good. And then soak the bristles into that, soak them really good.
Now just tap the engine with that. Make some big decisions and tap it right there. Oh yeah, right there. So when you applied the fix and the improvement, but there still seems to be some other bug, we need to clean our tools first in order to tackle them.
Tell you what: just take your brush and dip it well into ordorless bug thinner, shake off the excess real nicely and then hit your engine with it. Just beat the devil out of it - that's the fun part in bug fixing!
- Replaced all environmental "distant buildings" (as we call them) with more distinct meshes, so the background looks way better. More to be added over time.
- Made the Booster more independent from the server, less coordination means less traffic.
- Even more network Stuff™ for Ragdolls, Signal Masts, Lasers and Weapon Spawners.
- Improved the KillFeed-Performance. You'll now see faster who fragged whom with what weapon. Wheee!
- Decreased some lightmaps which weren't needed as big as we had them ready to use on bigger scales.
- Fixed double collection of weapon spawners, which almost never gave double the ammo anyway. Stupid spawners.
- Made the ESC-menu no longer callable while loading a map / game.
- Crates shouldn't collide with weapons anymore if they got moved directly or indirectly - since we told them so.
- Made some weapon-adaptions for the singleplayer. Yes, there will be singleplayer weapons for the campaign. How else do you want to defeat the bo...
God bless you, my friend, and happy rumping!
(In memory of Bob Ross and the recent twitch.tv "The Joy of Painting" Marathon)