Just a small update this week. We're pushing live to main branch the Alpha we pushed last week that was primarily focused on modifying random generation for Take & Hold (and other game systems that generate random weapons) to better accommodate the presence of large 'families' of objects.
We've kept the changes here small as we'll be incommunicado for the rest of the month, heading across the pond to Reboot Develop Blue in Croatia to give a talk about H3 (and making better VR shooters).
Once we're back in May however we'll be diving right back into new levels, event system work, and who knows what other hijinks.
Have a WONDERFUL rest of your Aprils!
Peace, Anton
Full Changelog - Update 109
Additions:
Added New Metadata field for FVRObjects called ‘Family’ that allows various weapons to be clustered together for the purpose of evening out distribution of weapons in Take & Hold, and any other system using Object Tables.
Added ‘family’ metadata to all relevant firearms (Thanks to DDRandom, Ole and Staryoshi!)
Changes:
Take & Hold weapon generation now attempts to weight weapons with large variant families as a single weapon. This will continue to be tweaked.
Fixes:
Fixed bug where suppressors that pop off due to not being screwed on enough don’t re-enable mount geo.
Fixed incorrect M1928 fire rate
Fixed Geo hold in MAS 49/56
Fixed missing physics geo on driveway for main building in Grillhouse 2Story
We're (just barely) back in action after our break the past 2 weeks, and we've put together a small but goofy update for y'all for April Fool's Day (we can't pass up the opportunity to pop some more weapons-grade stupid into the game to celebrate).
We hope y'all enjoy this little collab with Kommander Karl (author of the Rail Tater). Remember, don't believe anything you read on the internet for the next 24 hours or so :-P
Peace, Anton
Full Changelog - Update 108 - April Fool’s Nonsense
Additions:
Added New Firearm: Rail Tater (chambered in Rail Potate)
Added New Firearm: MP5 Shadow (I’m so incredibly sorry for this)
Fixes:
Removed Bayard 1908 last round slide hold open
Fixed missing textures on some 23x75mm rounds
Update 107 - Our First AR-15 Mega-Update - Is Live!
Howdy Folks!
We have finally come to the end of the Update 107 cycle and have a WONDERFUL new set of AR-15 pattern rifles in the game now. We've replaced a bit over half of the guns in that form-factor in the game, with some of the more exotic ones scheduled for replacement later this year once the parts are ready for them.
Systemically, H3 is now on Unity 5.6.7, which has helped fix a long running shader variant asset bundle bug, but also just means we're on the last version Unity put out in the 5.6.x series, which needed to happen at SOME point, now seemed the opportune moment in the year to do it.
We didn't get to the Gameplanner elements we wanted to with this update, time got eaten with the engine migration and fixing meta-data, but the bugs and data fixed along the way should ensure our next feature-push goes smoothly.
In the immediate term though, we're taking a bit of a Vacation (family and such), so there won't be any updates here until the beginning of April. We wish you all a Wonderful rest of your month and hope you enjoy playing with all the next toys!
Peace, Anton
Update 107 - Complete Changelog
Additions:
Added New Firearm: C601
Added New Firearm: M16
Added New Firearm: M16A1 (Rebuilt Model)
Added New Firearm: M16A1 (Rebuilt Model)
Added New Firearm: M16A2
Added New Firearm: M16A3
Added New Firearm: M16A4 (Rebuilt Model)
Added New Firearm: M4 Carbine (Rebuilt Model)
Added New Firearm: M4A1 Block 1 Carbine (Rebuilt Model)
Added New Firearm: M4A1 Carbine Left Hook (Rebuilt Model)
Added New Firearm: M4A1 Block 2 CQB/R (Rebuilt Model)
Added New Firearm: Mk18 Mod0
Added New Firearm: R6000 SP1
Added New Firearm: R6001 SP1 Carbine
Added New Destructible Target: Clay Brick
Added New Destructible Target: Cindleblock
Added New M16 M203 Mount Mode (Heat Shield Automatically activates when M203 attached)
Added New Attachable Weapon: M203 (Classic config, 12” barrel, 40x46mm)
Added New Attachable Weapon: M203A1 (Classic config, 9” barrel, 40x46mm)
Added New Attachment: AR-15 HandleRail Flat
Added New Attachment: AR-15 HandleRail Gooseneck
Added New Attachment: AR-15 Handle Scope Art 3x9
Added New Attachment: AR-15 Handle Scope C 3x20
Added New Attachment: AR-15 Handle Scope C601
Added New Attachments: SRC Suppressor in Black and FDE
Added New Attachment: KNT Suppressor
Added New Attachment: HEM4 Suppressor
Added New Attachments: MPAngled Foregrip in Black, FDE and ODG
Added New Attachments: KTVert Foregrip in Black, FDE and ODG
Added new Magazine: VZ61 10 rnd mag (.32 acp)
Added new Models for Ammunition Types (including dimpled primers on spent casings): 9x18mm, 9x19mm, 10mmAuto, .25acp, .30 Carbine, .32acp, .40SW, .45acp, .50AE, .380acp, .500SW, 8mm Bergmann, 8mm Roth, 9x23mm Steyr, 38acp, .455 Auto
Added new Functionality: rail mounts can now have pieces that conditionally enable only when something is attached to them
Added New Attachment: A4 Carryhandle Sight (Rebuilt Model)
Added New Bayonet Set: (Compatible with AR15 Bayonet Mount) C601, CAN, H416, K77, M7, M9, M9 Stainless, USMC)
Added New Agent Spawning Toy: Steak Jet Controller
Added Box Primitive Set in 4 Materials (Light wood, Heavy wood, Concrete, Metal) and 5 sizes (2x2x2, 4x4x4, 8x4x4, 8x8x4, 8x8x8)
Added Panel Primitive Set in 4 Materials (Light wood, Heavy wood, Concrete, Metal) and 4 sizes (2x2, 4x4, 8x4, 8x8)
Added New Shoothouse Barrier Set (Wall, Wall Narrow, WindowNarrow, WindowWide, DoubleDoorway, SingleDoorway)
Changes:
Rechambered and renamed VZ64 to VZ61, from 380acp to 32acp to correct things
Added hidden rail to BM59 that matches the functionality of M14’s hidden rail
All Mp5 variants are now listed in Item Spawner with correct secondaries
Recoded how extending stocks work. Now takes into account initial hand z offset, which should make for smoother operation, and less ‘jumping’ as the interaction initiates
RS-15 now spawns with its speedload in Take & Hold
Changed some internal methods for acquiring magazines under certain search parameters
Moved M9 Cleric and M93RA9 to ‘Grounded Fictional’ metadata set
WA2000 now has a bolt release trigger you can ‘tap’ with the other controller
Glass Windows in Grillhouse 2Story now properly block player navigation until shattered
GP_Hangar now defaults the Player IFF to 0, allowing bots to see the player. (WHOOPS) Configurability for this will be added soon
Tractor Pistool now performs more detailed box casting into the world that ignores the held object, allowing it to properly function with objects that exist on the Environment Layer
Fixes:
Fixed issue where inserting new cell into laser pistol caused its energy setting to advance one step.
Fixed incendiary grenade explosion events not igniting sosig links
Made all 1911 mag poses consistent
Fixed missing geo pieces on Blondie Derringer
Fixed missing geo on .45acp Oversize rounds
Fixed W1894 muzzle smoke
Fixed M4 left hook ejection position
Removed damped light flash when firing suppressed gun
Fixed Big Bore Salvaged ejection dir
Fixed tracer material color on 9x18mm rounds
Fixed Stock points on all M4 derivative guns
Fixed regression in Stock Animation system that was causing stocks that weren’t exactly forward-back in orientation to be animated correctly.
Fixed Laser Pistol not setting sound correctly for intensity after a new cell is loaded.
Fixed Sjogren series mag capacity and safety positions
Canadian Stanag is now spawnlockable
Fixed Gap in 84mm smoke round
Fixed UMP-9 magazine mount position
Fixed M4A1Block1Leftie’s various issues
Bayard 1908 can now fit in the smallest type of Quickbelt slot
Fixed the scaling on the Bergmann Simplex
Fixed mag angle on Jetfire 950 mags
Fixed grip angle on Worst Shotgun Ever
Fixed hold position for Vector mag & drum
Fixed hold angle on AS Val, Vss and SR3M mags
Fixed hold angle on Mini 14 mags
Fixed hold position on BM59
Fixed SVT40 mag hold angle
Fixed issues with pose, round orientation and assorted metadata with various Stanag magazines
Deagle Classic/Standard now have correct itemspawner pictures
Fixed broken Metadata on Lewis Assault Phase Rifles, CBJ-MS
Fixed Ceiling physical material in side rooms of GP_Hangar
Bolt behavior and ammo metadata fixed on M26
Fixed long-standing bug in RotRW ending where player could drift from standing point while ending plays
Fixed incorrect metadata on break action shorty, rolling block pistol, both rolling block rifles, sharps rifle, asval, m4a1 (and lefthook), vss vintorez, aks74u, draco ak, kalishnikluger, mauser trench carbine, model 8, model 81, tommy gun carbine, mp5sp5k family, graviton beamer, kolibri, potato cannon, crossbow, china lake, m320, rg6, 1860 lever action, 1894 lever action, rio big bores, 1887 lever actions, 1918 bars, m249, m60s, minigun, rpk, stoner lmg, m1912/p16, longflop, m9 cleric, m93r, m93ra9, kwg, mk12, mp203, toz, honey badger, gepard, b600, bfr, fa83, bull 454, 1851 conversion, detective special, hawk 357, hunter 44, judge, bodyguard, model 10, m1879, sw29 and sw629, mp412rex, sw stealth, nagant revolver, ots38, python, r8, rhino family, rs15, schofield, single action army, sw500 family, triple regret, unica, both webleys, błyskawica, both tommy guns, mp40, pp bizon, stenmk2, stenmk5, tomacuzi, vector45, vipermk1, ks23, ksg, m1014, m2, both sjogrens, tactical spas12, super shorties, t14, and vt13
Ammo Panel Type and Class Pagination is now correct, and properly shows and hides next/prev arrows.
ACTUALLY made the Carl Gustaf main latch now rotate the correct amount (JFC anton…)
Flaccid Serpent Sosigs now correctly spawn in Sosig Spawner
Fixed CBJ-MS chamber tagging which was preventing T&H ammo from appearing right
Removed errant attachment associations with some guns that did not support those attachments, such as the RPK
Fixed Carl Gustaf Illum shell blowing itself up
Fixed Options Panel WIP Page options back button not returning to main options page
Fixed AK-12 Prototype to have more reliable Muzzle Attachment behavior, and to make existing muzzle break turn off
Removed:
Removed old Foregrip Knight
Removed old Angled Foregrip Black & Tan
Removed old Suppressor Truefire
Removed old M16 ART Scope
Removed old M16 3x20 Scope
Removed old M203
Removed old models named “M4A1 classic, M4A1 v2, M4A1 v2 Leftie, M4A1 Shorty, Mk18 Custom
Removed all legacy Stanag Magazines in the game
Removed old M16A1, A4 models
Removed old M9 Bayonet
Removed old A4 Carryhandle Sight
Known Issues:
The M16A1/4 and M4s have been totally rebuilt. Anything attached to mounts in saved versions of these guns will be fragged. You will need to rebuild/resave these guns.
Update 107a1 is now Live on the Alpha Branch!
Howdy folks!
Hope y'all are well. We've got an update for y'all this week, this time on the ALPHA branch, with a bunch more AR-refresh goodies. Make sure to check out the devlog for all the details, this one is stuffed to the gills!
ATTENTION MODDERS: IF YOU ARE RUNNING SODALITE YOU MUST UPDATE TO THE LATEST VERSION BEFORE PLAYING THIS BRANCH. FAILURE TO DO SO WILL MAKE THE GAME CRASH ON LAUNCH!!!
Peace, Anton
Full Changelog - Update 107 - Alpha 1
Additions:
Added New M16 M203 Mount Mode (Heat Shield Automatically activates when M203 attached)
Added New Attachable Weapon: M203 (Classic config, 12” barrel, 40x46mm)
Added New Attachable Weapon: M203A1 (Classic config, 9” barrel, 40x46mm)
Added New Attachment: AR-15 HandleRail Flat
Added New Attachment: AR-15 HandleRail Gooseneck
Added New Attachment: AR-15 Handle Scope Art 3x9
Added New Attachment: AR-15 Handle Scope C 3x20
Added New Attachment: AR-15 Handle Scope C601
Added New Attachments: SRC Suppressor in Black and FDE
Added New Attachment: KNT Suppressor
Added New Attachment: HEM4 Suppressor
Added New Attachments: MPAngled Foregrip in Black, FDE and ODG
Added New Attachments: KTVert Foregrip in Black, FDE and ODG
Added new Magazine: VZ61 10 rnd mag (.32 acp)
Added new Models for Ammunition Types (including dimpled primers on spent casings): 9x18mm, 9x19mm, 10mmAuto, .25acp, .30 Carbine, .32acp, .40SW, .45acp, .50AE, .380acp, .500SW, 8mm Bergmann, 8mm Roth, 9x23mm Steyr, 38acp, .455 Auto
Added new Functionality: rail mounts can now have pieces that conditionally enable only when something is attached to them
Changes:
Rechambered and renamed VZ64 to VZ61, from 380acp to 32acp to correct things
Added hidden rail to BM59 that matches the functionality of M14’s hidden rail
All Mp5 variants are now listed in Item Spawner with correct secondaries
Fixes:
Fixed regression in Stock Animation system that was causing stocks that weren’t exactly forward-back in orientation to be animated correctly.
Fixed Laser Pistol not setting sound correctly for intensity after a new cell is loaded.
Fixed Sjogren series mag capacity and safety positions
Canadian Stanag is now spawnlockable
Fixed Gap in 84mm smoke round
Fixed UMP-9 magazine mount position
Fixed M4A1Block1Leftie’s various issues
Bayard 1908 can now fit in the smallest type of Quickbelt slot
Fixed the scaling on the Bergmann Simplex
Fixed mag angle on Jetfire 950 mags
Fixed grip angle on Worst Shotgun Ever
Fixed hold position for Vector mag & drum
Fixed hold angle on AS Val, Vss and SR3M mags
Fixed hold angle on Mini 14 mags
Fixed hold position on BM59
Fixed SVT40 mag hold angle
Removed:
Removed old Foregrip Knight
Removed old Angled Foregrip Black & Tan
Removed old Suppressor Truefire
Removed old M16 ART Scope
Removed old M16 3x20 Scope
Removed old M203
Known Issues:
New ARs have been totally rebuilt. Anything attached to mounts in saved versions of these guns will be fragged. You will need to rebuild/resave these guns.
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha!
Update 107e4 is now Live on the Experimental Branch!
Howdy folks!
Hope y'all are doing well. After our abortive attempt to get a first experimental build out last week running on Unity 5.6.7 (details in devlog), we have finally got things together today! Many thanks for your patience.
ATTENTION MODDERS: IF YOU ARE RUNNING SODALITE YOU MUST UPDATE TO THE LATEST VERSION BEFORE PLAYING THIS BRANCH. FAILURE TO DO SO WILL MAKE THE GAME CRASH ON LAUNCH!!!
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 107 - Experimental 4
Additions:
Added New Firearm: M4 Carbine
Added New Firearm: M4A1 Block 1 Carbine
Added New Firearm: M4A1 Carbine Left Hook
Added New Firearm: M4A1 Block 2 CQB/R
Added New Firearm: Mk18 Mod0
Changes:
Recoded how extending stocks work. Now takes into account initial hand z offset, which should make for smoother operation, and less ‘jumping’ as the interaction initiates
RS-15 now spawns with its speedload in Take & Hold
Fixes:
Fixed issues with pose, round orientation and assorted metadata with various Stanag magazines
Deagle Classic/Standard now have correct itemspawner pictures
Removed:
Remoned old models named “M4A1 classic, M4A1 v2, M4A1 v2 Leftie, M4A1 Shorty, Mk18 Custom
Known Issues:
New ARs have been totally rebuilt. Anything attached to mounts in saved versions of these guns will be fragged. You will need to rebuild/resave these guns.
Lefthanded M4 is all messed up, in terms of ejection pattern and a couple other things
Some Stanag magazines still have follower forward-protruding when full.
Update 107e3 is now Live on the Experimental Branch!
Howdy folks!
Hope y'all are doing well. We ended up doing something a little different than planned this week. Was going to test some Event System stuff, instead randomly decided to finish implementing and drop the first of the refreshed AR-15 models (along with a bazillion new mags and bayonets). Hope you don't mind :-P
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 107 - Experimental 3
Additions:
Added New Firearm: M16A1 (Rebuilt Model)
Added New Firearm: M16A4 (Rebuilt Model)
Added New Attachment: A4 Carryhandle Sight (Rebuilt Model)
Added New Bayonet Set: (Compatible with AR15 Bayonet Mount) C601, CAN, H416, K77, M7, M9, M9 Stainless, USMC)
Changed some internal methods for acquiring magazines under certain search parameters
Fixes:
Fixed broken Metadata on Lewis Assault Phase Rifles, CBJ-MS
Removed:
Removed all legacy Stanag Magazines in the game
Removed old M16A1, A4 models
Removed old M9 Bayonet
Removed old A4 Carryhandle Sight
Known Issues:
The M16A1/4 have been totally rebuilt. Anything attached to mounts in saved versions of these guns will be fragged. You will need to rebuild/resave these guns.
Update 107e2 is now Live on the Experimental Branch!
Howdy folks!
Hope you're all doing well! We've got another small, but goofy (and important fix filled) update for you folks this week. NOTE this is a LARGE download due to lots of metadata fixes needing to be pushed with packages. Sorry :-/
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 107 - Experimental 2
Additions:
Added New Agent Spawning Toy: Steak Jet Controller
Changes:
Moved M9 Cleric and M93RA9 to ‘Grounded Fictional’ metadata set
WA2000 now has a bolt release trigger you can ‘tap’ with the other controller
Glass Windows in Grillhouse 2Story now properly block player navigation until shattered
GP_Hangar now defaults the Player IFF to 0, allowing bots to see the player. (WHOOPS) Configurability for this will be added soon.
Fixes:
Fixed Ceiling physical material in side rooms of GP_Hangar
Bolt behavior and ammo metadata fixed on M26
Fixed long-standing bug in RotRW ending where player could drift from standing point while ending plays
Fixed incorrect metadata on break action shorty, rolling block pistol, both rolling block rifles, sharps rifle, asval, m4a1 (and lefthook), vss vintorez, aks74u, draco ak, kalishnikluger, mauser trench carbine, model 8, model 81, tommy gun carbine, mp5sp5k family, graviton beamer, kolibri, potato cannon, crossbow, china lake, m320, rg6, 1860 lever action, 1894 lever action, rio big bores, 1887 lever actions, 1918 bars, m249, m60s, minigun, rpk, stoner lmg, m1912/p16, longflop, m9 cleric, m93r, m93ra9, kwg, mk12, mp203, toz, honey badger, gepard, b600, bfr, fa83, bull 454, 1851 conversion, detective special, hawk 357, hunter 44, judge, bodyguard, model 10, m1879, sw29 and sw629, mp412rex, sw stealth, nagant revolver, ots38, python, r8, rhino family, rs15, schofield, single action army, sw500 family, triple regret, unica, both webleys, błyskawica, both tommy guns, mp40, pp bizon, stenmk2, stenmk5, tomacuzi, vector45, vipermk1, ks23, ksg, m1014, m2, both sjogrens, tactical spas12, super shorties, t14, and vt13
Update 107e1 is now Live on the Experimental Branch!
Howdy folks!
Hope you're all doing well! We've got the first build of the Update 107 cycle for you this week, on the Experimental branch. Check out the devlog above for the details!
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 107 - Experimental 1
Additions:
Added Box Primitive Set in 4 Materials (Light wood, Heavy wood, Concrete, Metal) and 5 sizes (2x2x2, 4x4x4, 8x4x4, 8x8x4, 8x8x8)
Added Panel Primitive Set in 4 Materials (Light wood, Heavy wood, Concrete, Metal) and 4 sizes (2x2, 4x4, 8x4, 8x8)
Added New Shoothouse Barrier Set (Wall, Wall Narrow, WindowNarrow, WindowWide, DoubleDoorway, SingleDoorway)
Changes:
Tractor Pistool now performs more detailed box casting into the world that ignores the held object, allowing it to properly function with objects that exist on the Environment Layer
Fixes:
Ammo Panel Type and Class Pagination is now correct, and properly shows and hides next/prev arrows.
ACTUALLY made the Carl Gustaf main latch now rotate the correct amount (JFC anton…)
Flaccid Serpent Sosigs now correctly spawn in Sosig Spawner
Fixed CBJ-MS chamber tagging which was preventing T&H ammo from appearing right
Removed errant attachment associations with some guns that did not support those attachments, such as the RPK
Fixed Carl Gustaf Illum shell blowing itself up
Fixed Options Panel WIP Page options back button not returning to main options page
Fixed AK-12 Prototype to have more reliable Muzzle Attachment behavior, and to make existing muzzle break turn off
Update 106 - Bugfix Patch 2 is now Live!
Howdy folks!
Have yet another bugfix and Quality of Life focused update for y'all this week. The main aspect's of this patch build are the larger issues that we needed a little more time to deal with that didn't quite fit into last week's patch. Some thing related to ammo animation and ejection, a new ammo type, some bolt action tweaks. Check the devlog out if you'd like more info.
This SHOULD be the last of the Update 106 builds. We're moving onto 107 next, and with it some Gameplanner goodness. New props and toys for setting up challenge courses, and hopefully the first bit of event system tools, so you can get objects communicating with each other! Hope you're as excited as we are (to see the absolute nightmares some of you come up with).
Anywho, hope y'all have a wonderful weekend and we'll cya soon! -Anton
Full Changelog - Update 106 - Patchbuild 2
Additions:
Added New Ammunition Type: 6.5x25mm CBJ (in APDS, HET, Frangible and HP)
Added New Attachment: CBJ Suppressor
Added Rail Riser Medium Height to Item Spawner (whoops)
Added Mini-14 20rnd Magazine to item spawner
Changes:
CBJ-MS is now chambered in 6.5 CBJ
Manual of Arms on the EM-2 has been corrected in terms of bolt locking and releasing behavior. Sound set re-engineered. Manual bolt release (tapping the mag eject button behind the magazine well) added.
Muscle Meat Powerup now massively reduces recoil and muzzle rise firing guns when active.
Flare Round from Carl Gustaf, while burning, should be lock-on-able from the Stinger Missile Launcher
Toz81 now has a functional integrated Bayonet
HPoint380 now has functional integrated laser
CMJ-MS and Owen Gun Virtual Stock positions adjusted to be more comfortable
Air gun can now be flicked shut with the wrist
Fixes:
Changed Chamber Round Ejection API. Guns that must visually use different explicit ejection position than the chamber’s actual position now do so. Method is now overridden in FVRFirearmChamber (for any modder folks that need such things)
Fixed Missing Meat Fortress items from Modern Item Spawner
Stevens 124c no longer errantly spawns with a Picatinny sight in Take & Hold
M17s no longer errantly spawns with a Picatinny sight in Take & Hold
Fixed M76 from errantly spawning with AKM attachments in T&H
.38 Special Damage Multiplication by barrel length curve fixed (whoops! It wasn’t supposed to be THAT terrible)
En-bloc clips can now longer be errantly retention reloaded. (no tearing one out of a closed Garand lol)
Fixed broken post effect references and color correction in Main Menu scene
Carl Gustaf main latch now rotates the correct amount
Update 106 - Bugfix Patch 1 is now Live!
Howdy Folks!
Happy New Year! Hope you're all doing well. We've got an important update for you this week that is just FULL of bug fixes. We're trying to start the year responsibly by eating our brocoli and getting some of the... perhaps a touch boring things to dev on, but essential, before we jump into the meat of the year.
Some of the larger fixes and changes, related to ammo, weapon functions in code and such will occur during the short Update 107 cycle, as those code changes are 'dangerous' and we want to test them on Alpha for a week to make sure they don't break mods and such, but we've gone ahead and done a bunch of safer changes here ready for main branch. So enjoy!
Our deepest thanks as always to folks who have taken the time to reproduce issues, document them, and share them in the Bug Reports section of the Steam forum, and our new Discord bug reporting forum channel.
See you folks all next week! -Anton
Update 106 - Patch 1 Changelog
Fixes:
Trigger for Evo3 guns are all missing
short, full auto, integrally suppressed evo 3 is missing stock folding SFX
Fixed broken ID on Zip22 Picatinny
Fixed holes above trigger on airgun
Added remaining set of Meatmas guns to the Update 106 entry in the Manifest
Fixed bolt on Murican Rimfire 22 not going back far enough
Added Bolt Hold Open to M76 (bolt dropping when magazine ejected will be added later, needs more testing)
Lahti-Solaranta M26’s Display Name fixed
Laser pistol battery can be removed when closed, can be fired when open
Laser pistol rail mounts dont move with it
BM59 muzzle attachment behavior fixed
Fixed huge serialization bug preventing Quickbelt state from being encoded correctly for MANY categories of weapon WHOOPS
Lewis gun locked to full auto fire mode, as there doesn’t currently exist bolt-locking code for a safety. Might fix later.
Mare’s Leg 1892 now has Model 8 scope mount
Kabartana can now properly stab/impale
Fixed broken sub-type tag entries on .69 Cashmoney ammo
Spas-15 in pump mode no longer freely cycles when hammer is cocked
Zip22 shell ejection speed reduced significantly
M17 family button mag release removed
M17 family country of origin metadata fixed (sorry Aussies!)
Owen Gun magazine quickbelt orientation fixed
Fixed M4 Survival Rifle meta-data usage in Take & hold
Fixed Deagle50 mags not being upgradeable in Take & Hold
Quackenbush 1886 now correctly spawns with a .22 long round in all contexts
M26 magazine entry ammo display fixed
Laser pistol now stops firing when dropped
Zip22 Picatinny no longer directionally restricted