With 0.2.6 we focused on making the ragdolls more dynamic and bloody. We added a few new visual effects and increased performance by reworking some of our drawing methods (also fixed a few minor bugs).
Ragdolls v3
- Changes to ragdoll physics; not all body parts are weighted against each other equally, and now torso joints or joints closer to center of mass have more pull on satellite parts. Adjusted several player melee moves so their maximum enemy velocity caps out higher.
- More states for all ragdoll heads and chests to show extreme physical damage. Ragdolls generate additional blood upon creation based on damage of upper chest/head region.
- Certain sufficiently damaged ragdoll parts will generate tiny meat bits that fly out on creation.
Other Additions
- Added shockwave effects to muzzle flashes, explosions, and shield hits! Also added a selector in video options to turned these up, down, or off.
- New smoke effects to levels and are produced when a bullet hits the environment.
- New calculations for chance to dodge bullets; at close range to point blank they are virtually impossible to dodge, although the further out you are, the easier the bullets become to dodge, based on player agility skill.
- Made enemy bullets a bit more accurate so they are more on target over long distances.
- Player aim animation works differently; instead of jumping from point to point, the arm wavers in a sin wave depending on current gun recoil, and jumps and skips during gun operation.
- Swinging chain objects will all bounce off of terrain now.
- Changed the way a lot of effects are drawn in level. Bullets, door indicators, muzzle flashes (and their brightness effects), verlet objects, blood, blood hits all draw to a single layer.
- Adjusted the way background tile darkness is drawn;resulting in slight performance increases.
- RJ hacker now becomes slightly more visible when performing attack actions.
Bug Fixes
- Player hit animation plays faster with moveboost, and ends the hit state when it reaches the last frame.
- New checks to ensure two perps don't have the same generated names.
- Adjustments to make buy/car menus work more like they used to (more accurate mouse clicking control) with new control scripts.
- You can no longer reload while climbing.
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