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Neon Valley 0.2.7

Oooo baby another round of fixes.... I think after this one I'm going to focus on melee weapons a bit, atleast test out some of the mechanics I have in mind and get something started. Now that the game is more stable I think this is my chansu!

But anyway, heres what I've been up to the last few days since the testing session.

Fixes:

- Drone scoring wasnt properly giving drone scores based on how many you killed or how fast... It was a bit inconsistent and some people were getting less than they should've.

- Map sync and more sync was broken for late joining players. It was doing weird things like changing to another map then syncing back. This is now fixed

- Data chip wasnt properly attaching to the client players. This is now fixed but the proper positions of them arent. Still trying out somethings for this one

- Grav multiplier item was broken. It wasnt increasing the multiplayer or stunning people. This should be fixed but we have to test it with 3 people.

- Shotgun bullets werent properly detecting hits, it was looking for some scripts that were missing so that broke some of them. Also le fixed

- Shotgun bullets were breaking the death particles because I changed the name and it couldnt detect the proper one :P oops

- Shooting up wards made bullets visible in the bottom of the screen. Another camera was rendering the bullets even though it shouldnt.... That was a confusing one

- MOTHER FLIPPIN MOUSE LOCK BABY!! Might be a little bit dodgy and need some tweaking with alt tabbing at wrong moments... but yeah working on it.

- ^ also includes fixing this mouse lock while in the menus problem. But I think if you alt tab before pressing NEXT button for your name input. It might make the mouse dissapear... shiet

- Fixed shooting lag on client! I was using the network to spawn bullets for clients. But all bullet spawning should be done locally and not wait for network to spawn especially if you are the one shooting.... Yeah will need some testing but this should fix those issues people were having with shooting input delay and stuff.

- Grapple hook wasn't working on some objects and just flying off, namely the spawn/heal boxes and a couple other things. This should now be fixed! Also, you can now deflect grapplehooks by shooting them.... if you're good enough!

Added:

- Hints and tips on the loading screen, to help people figure some things out atleast

- Game mode descriptions at the start of each round! It really wasnt clear. this goes for a lot more things in the game so over the next few patches I'll be adding and changing some things for more clarity :)

Changes:

- Upped healing speed of the green boxes

- Made weapon equip flash particles abit more subtle as they were too flashy in the first person mode.

- Turned down the force of grenades cause they were flying like... across the map or something D:

- Changed the way the railgun lazer was aiming, it was super wonky cause it was waiting for positions to be synced over the network bla bla which was a really dumb way of doing it. It is now bound to aim to the center of your screen and the gun. Its meant to move slightly according to gun movements but not laggy as it was before!

Testing session this weekend again! Please be there and halp meeeee :D Also, stay tuned for more updates! And I will be posting some "plays" showing off the cool tricks you can do in NV hope you enjoy and get inspired... Atleast all you tryhards out there