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Scraps v0.6.0.0

Merry Christmas.

0.6.0.0

  • Added the first four worlds of the in-progress GAUNTLET game mode
  • Completing the current in-dev version of Gauntlet bestows a little crown you can put on your vehicle
  • Singleplayer games (Gauntlet, and Melee with "Allow other players to join" off) are now truly local without a separate server process, improving CPU performance and start time
  • Updated firing modes. Primary mode now fires weapons in a staggered fashion. Secondary fire (mouse 2 by default) fires together
  • Middle mouse button now zooms view (visual effect only
  • doesn't affect accuracy)
  • AI players may appear using a new Micro chassis and/or a CPU brain instead of a cockpit in Gauntlet mode
  • Rewrote the vehicle sound manager. No more sounds dropping out, smoother sound balance overall with any number of simultaneous weapons firing etc. Less sound sources playing at once
  • Fixed a bug where sounds could get cut off suddenly when they shouldn't
  • Revamped how parts calculate scrap to drop. You can now expect roughly the same amount of scrap no matter how a vehicle is destroyed (previously, destroying a part with other parts connected dropped less scrap than destroying each part individually)
  • Weapon tracers are more visible with thicker lines up close
  • Made wreckage stand out a little more against the background
  • Significantly improved interpolation on other player's vehicles in networked games
  • Radar GUI now includes off-radar indicators
  • HUD: Weapon reticle edits, with a different design for weapons with bullet drop
  • Balance: Decreased TTK
  • Everything has around 20% less HP, with weapons doing the same amount of damage as before
  • Balance: Decreased all weapon hit forces significantly. Firing force (recoil force on the shooter) is unchanged
  • Medium Cannon bullets are no longer affected by gravity (no bullet drop)
  • Tweaked camera shake
  • Completely revamped the How To Play screens
  • Added light flashes to weapons firing
  • Updated firing FX on Plasma Artillery and Plasmanator
  • Added damage debris FX for weapon hits and collisions
  • Fixes for labels above vehicles/things. Better damage indication effect
  • Some terrain types now always leave wheel marks
  • not just when skidding
  • New skidmark formula. Skidmarks also now show up while using the handbrake
  • Containers are stronger, more expensive, and hold more scrap. Some other minor part stat tweaks
  • Load vehicle dialog now shows vehicle scrap values in orange if they're above the currently available scrap allowance
  • Load vehicle dialog now supports filtering out overpriced builds entirely
  • Load vehicle dialog now remembers your filter settings
  • Removed sounds that played when parts were damaged, they were poor quality and mostly unnecessary
  • Some improved explosion sounds
  • Standard colour coding for quit/continue buttons
  • Improved in-game GUI performance
  • Revamped the auto-repair sequence that happens when the repair button is pressed
  • Revamped turrets
  • the gun part can now be destroyed separately to the base
  • Shockwaves show up better and look kind of cooler in a late 90s game sort of way
  • Added a momentary red flash effect on parts that take damage
  • Destruction can now cause camera shake
  • Adjusted wheel colliders so vehicles are a bit less tippy in general
  • Shift key now doubles as the same modifier as Ctrl on the build screen: Allows deleting with one click, or duplicating on place.
  • Smoothed out AI aiming; mostly obvious with laser weapons which are now less jittery
  • Minor font changes

Bug Fixes:

  • Tamed the occlusion culling. No more weird flickers when the game decides something is not visible when it actually is.
  • Fixed rotation pivot point on small machine gun (visual fix)
  • Fixed AI vehicles being able to trigger "Skipped rebuilding x: Connection point is missing." messages when doing their own rebuilding
  • Fixed occasional failures to rebuild vehicle parts in the correct order, due to a sorting bug
  • Fixed shockwaves flickering when multiple shockwaves were running at the same time
  • Reduced some unnecessary garbage generation
  • Fixed electrical damage FX being backwards, showing the most "lightning" at the least damage