The v1.0 patch is now live. It features additional polish and bug fixes based on feedback from this weekend's test sessions.
Audio
Reduced volume of the continuous beam weapon attacks.
Interactive Objects
Adjusted the physics on the leaning targets in the tutorial so they had a bit less force on their spring.
The leaning targets in the tutorial can now be activated by all weapon types.
Disabled camera collision on the leaning targets in the tutorial to fix a bug where the camera could flip out if you were standing on top of one when it reset.
User Interface
The text above the player’s head now starts empty instead of saying “Text”. You can see it zoning in and in some instances when a character pops in.
Scoreboard will automatically be popped up for the winning player after a match ends. It was previously only displaying on players who were killed.
Adjusted the Dismount indicator on the GUI to show the Escape key rather than Alt-X though you can still use Alt-X if you prefer.
Vehicles
Improved the replication of bikes and players when running together to hopefully fix a few problems.
You can no longer attempt to ride a bike that someone else is riding.
When you die on a bike you will now be properly dismounted from it.
Made some adjustments to the indicator so it wouldn’t show up improperly for others.
You can now dismount vehicles with the Escape key.
Fixed an issue where over the network the character attached to the bike was not attached to the bike.
Weapons
Dying when in sniper scope view will now remove the view so that you can see the UI and scoreboard.
0.7 Beta Patch Notes
Our next patch addresses feedback we received in the previous testing sessions: the ability to fire your weapon anytime it is equipped. Previously it required you to aim to fire, now if you have the weapon equipped you can fire it without aiming first. Aiming has received a bit of a bump in accuracy along with an increase in FOV/zooming while aiming still makes it more practical if you want to hit your target. Inventory use was changed slightly and will block firing if you have an item selected in your inventory.
Along with these changes crouching received a few animation updates and you can now fire while crouched with a weapon out and can now move while aiming as well.
Along with these changes we made a few other smaller adjustments and fixed a few bugs. Sprinting should last a bit longer now, adjusted down npc movement rates to match the player, knives should hit your target a bit easier, closing the backpack window with escape, plus a handful of other smaller changes.
AI
NPC movement rates are now the same as player movement rates for both standard and sprint movement.
NPCs have new animations.
Fixed an issue where NPCs would fire before properly aiming.
Animations
You can now move around when aiming in crouch. The crouch animations also have been replaced for both primary and secondary weapons with strafing, backward enabled animations instead of the 360 degree turning that was going on before if not aiming.
Added a slew of new animations for movement with weapons equipped.
Graphics
Improved Shockgun particles.
Improved mine explosion particles.
Miscellaneous
Sprint now drains stamina 33% slower than was previously the case, allowing you to sprint for longer.
Sprint while crouching should now move 25% faster, it isn’t a huge gain so it might not be as noticeable as running.
Aiming now automatically disables sprinting so that it will not continue to drain stamina.
Fixed a network related issue with weapons that would result in them not properly running post load setup for other players on the server at times.
Fixed a bug related to calculating scores for vehicle based kills.
User Interface
Using inventory items now works by having them selected and using the left mouse button. If you have a weapon out or not it will use the item as long as it is selected instead of firing.
Gamepad users can now press the DPAD left to select toggle between inventory action slots (grenades/utility items). You can press the DPAD right to Select Melee weapon.
Keyboard users who wish to use the Cycle Inventory option described above can do so with the ‘]’ key.
Switching weapons (ex: 1,2,3 keys) now automatically equips that weapon even if you had no weapon currently armed.
You can now use escape to close down the backpack window when it is open.
Vehicles
You now dismount further away from vehicles.
You can now immediately mount a vehicle after dismounting if you prefer. This is to fix rare cases where you may be stuck inside of an object.
Improved vehicle collision.
Crosshairs should now automatically switch back and forth to the proper crosshairs when mounting or dismounting a vehicle.
Fixed a bug which was causing ramming damage to do 0 damage in many cases.
Weapons
You can now attack when a weapon is equipped without aiming. You will get a crosshair like before. Primary and Secondary weapons have a new set of animations with the weapon drawn and aiming. You will do the normal strafe and moving backwards when in this mode now. You can also now fire in this mode. Firing when jumping is not yet supported, but it hopefully will be in a future patch. You can aim still while flying though to attack when using a jetpack, but cannot fire normally when flying using a jetpack.
Attacks are now more accurate when players are in aim mode, as opposed to free movement mode. This is configurable per weapon so some items will see more benefit than others. We have also made some adjustments to spread during this process.
You can now shoot mines to detontate them.
Shockguns received a number of upgrades including a small damage boost and range reduction, as well as improved particles.
Increased spread of laser weapons somewhat, though they are still very accurate weapons.
Mines will no longer stick on doors, instead they will fall to the ground beneath it.
Increased the hit radius of knives so that they will do a better job of striking crouching players.
Mines now have a knockback effect.
0.6 Beta Patch Notes
The 0.6 beta patch focuses heavily on changes based on player feedback. It adds sprinting, mouse sensitivity, audio improvements, stamina, and a slew of other tweaks and bug fixes.
As a reminder if you would like to help participate in beta testing you can apply here: https://docs.google.com/forms/d/e/1FAIpQLScfOLB3pBRuuE7GtqbsDubYRKE9fux-Kp81flF_YourNUU62Q/viewform
AI
Fixed a network related issue that was not hiding NPC name tags on death.
Fixed a bug in the kill tracking code that could sometimes error during the death sequence on NPCs.
Audio
Added a sound effect to Rocket projectiles themselves so that you can hear them as they whizz by.
Added new breathing sounds which play when you get low on stamina. The louder the breathing the more winded you are (lower stamina).
Audio Spatialization and Concurrency improvements. This covers gunshot sounds, reloading, and more.
Footstep sounds now play properly with all weapon configurations.
Fixed pain audio not playing when a bot is damaged.
Graphics
Poisonous as particles should now be visible at all particle effect quality settings. In addition to this their LOD was optimized.
Sped up pickup animations by roughly 20%.
Maps
The teleport power up location in the indoor map has been moved further away from the turret so that players won’t teleport into turret fire.
Focus Stims and Medical Pills are now more common on both maps.
Miscellaneous
Players now have stamina. This will drain when you sprint.
Player turn rate is now instant instead of lerping it out, you still have the lean animation, but you will turn on a dime now making it a lot easier to move more precisely.
Increased pickup trigger distance by about 25%.
Increased angle to target on pickup so it will be a bit more loose when selecting the pickup from those in range.
You can now jump with a jetpack. Hold down the spacebar to start using the jetpack.
Reduced falling damage.
You can no longer step up on a crouching player, it will bounce you now if you try.
Removed some debugging functionality which had been left in the client for testing.
Repaired an issue which allowed players to be killed while in the waiting lobby.
Fixed a bug which was causing players to drop all of their inventory when they disconnected, even if they were already dead and had previously dropped them.
Fixed an issue that could occur in some cases when dropping ammunition.
Optimization
Optimized jet pack particles.
Turrets
Significantly reduced turret damage.
User Interface
Added a mouse sensitivity slider to the Options.
If you attempt to switch your primary or secondary slotted weapon from the backpack while you already have a weapon equipped it will now stow the current weapon and then do the switch automatically. Previously it required you to manually stow before it would allow you to do this.
You can now hold the Shift Key to sprint.
Added a new help display with all the current input controls.
Added a new stamina display just under the health bar.
Progress bars in the UI now have a smooth fill on them.
Added an indicator to remind players that they can hold shift when pressing inventory slot buttons to drop the item to the ground from the backpack window.
Added version information just below the map.
Vehicles
Vehicles can now ram players, flinging them backwards and delivering a high amount of damage.
Weapons
Non projectile weapons now check if the weapon is protruding and will cause it to hit whatever it is protruding through instead of firing through it.
Non projectile weapons now do a proper muzzle check to make sure due to the 3rd person angle you aren’t firing through doors or objects due to the camera check versus a muzzle check.
Projectile weapons now do a protruding check as well and not fire through if they are blocked.
Rocket Launcher and Homing Rocket Launcher Projectile now has no gravity, it will fire straight now.
Grenade Launcher now has a higher firing velocity and less gravity making it a bit easier to fire it shorter and larger distances. It also should explode on contact like the Mine Launcher does.
Mine Launcher now has the same velocity and gravity settings as the grenade launcher so they fire the same. The explosion damage was increased as well to make them a bit more useful beyond setting traps.
Mines from the mine launcher and det grenade no longer disappear after some time, they will stay put the whole match.
Projectiles should no longer be blocked by player corpses.
Removed a few checks on client side calls for weapon firing that wasn’t needed as it passed the server check.
Updated laser effects to properly take into effect the changes made to check for aiming through walls.
Another Round of Testing Soon
We are expecting to go through another round of testing this weekend. You can apply to test here:
We've patched the beta client to 0.5 and sent out a round of invites for testers. There will be a beta event session on Wednesday night at 9PM EST.
This build is largely bug fix, UI, and polish related. Highlights include turret improvements, improved kill displays, dropping items on death, configurable player counts, and many UI improvements and bug fixes.
AI
NPC damage types are now set up so that the damage icons will appear in the kill indicators.
NPC nameplates now hide after an NPC is killed.
Fixed a bug which could cause bot attacks to deal 0 damage when they hit armored pieces.
Audio
Reloading sounds and equipping sounds are now played properly in 3d and cannot be heard halfway across the map.
Fixed a bug which was caused NPC footstep sounds to stop working.
Combat
Made some adjustments to radial damage to make it less likely that it is absorbed by nearby low hanging collisions.
Fixed an issue with with turret damage and destruction.
Graphics
Improved the screen damage effect to be easier to notice by darkening the edges.
Introduced new corner support graphics.
Added new decals.
Items
Backpack contents (and the backpack pickup if you have it) are now dropped on death.
You can only have 1 copy of a weapon on you, it will restrict you from picking up say the same pistol if you have it out or in your backpack.
Fixed an issue with the stow animation delay not firing sometimes leading to quicker pickups than desired.
Fixed an issue with a networking flag and grabbing items cause it to eat the weapons online at times.
Maps
Added turrets to the outdoor map.
Added a new turret to the final room of the indoor map.
Removed the handle bars from the bottom of the bridge in the final room of the indoor map as these were there for the climbing feature in VR and were unnecessary in the PC edition.
Added additional cables to the indoor map.
Tweaked lighting in some bright spots of the indoor map.
Added corner supports to the tutorial lobby and indoor mapped. Also moved around some of the other props to make room for them.
Moved a turret which was too close to one of the spawn points in the indoor map.
Miscellaneous
Added Damage Types for weapons/projectiles so they can be tracked better.
Improved the banner text code so it shows up faster and cleaned up some of the code to make sure it wouldn’t attempt to trigger a hide from a previous banner.
Cleaned up a few bits of log spam from some bad checks in the code related to some old code not used.
Reduced the texture size down used for the visual damage indicator as it was nearly 4k and was fairly heavy on lower end systems as a result.
Fixed an engine issue with player crouching when introduced over the network.
Fixed issue with kill tracking code that was not updated properly from VR codebase.
Improved the minimap capture efficiency when it is actively capturing the map.
Map player counts are now sent from the server to the master server so they can be configured per instance if desired.
Fixed a few issues with data updates to the master server regarding match data.
Fixed an issue where round data would not be sent for a disconnected/rage quit player.
Turrets
Turrets will now target the body with the laser pointing at your chest.
Turrets will now do 50% damage against armor.
Turrets no longer swivel around wildly when idle.
Turrets now do instant damage instead of shooting a projectile.
Turrets will now damage energy shields normally.
Reduced turret firing rate slightly due to it being more lethal.
Reduced turret damage by 25% to help compensate for their improved tracking.
Removed the laser pointer on turrets and swapped it with a laser that appears whenever it fires and then disappears.
The laser on turrets is now green, thicker, and more visually appealing.
Turret kills now show up properly.
User Interface
Kills are now shown in the upper left hand corner of the HUD. This includes an icon to indicate the weapon used or damage type.
Time left in the round is now displayed above the minimap.
A small panel now shows up when you hover over a pickup item making it a bit easier to tell what you are grabbing.
Danger areas were added for the Indoor map making it easier to tell where the lethal areas are going to be.
Added a dropdown option for the visual damage indicator. It can be switched to a lower end
UI only one or disabled entirely now.
When in the holding room in the outdoor map you will now show up on the map.
Fixed mine launcher showing the rifle graphic along with the mine launcher graphic.
Weapons
Increased Laser Pistol clip size.
Fixed issue with most weapons if you selected them and they were out they would stow and then equip again. They should now properly ignore the input.
v0.4 Beta Patch
We've updated the beta servers to v0.4. This update features a brand new backpack system, integrated voice chat, and much more. You can read the full build notes below:
AI
Bots will now attack hoverbikes if a player is riding one.
Bots are a bit more mobile than was previously the case.
Improved bot damage calculations so they use the same algorithms that player vs. player combat uses.
Corrected an issue that caused Bots to rotate oddly at times when in cover.
Animations
Improved NPC animations.
Audio
Exploding cannister explosion attenuation saw significant modification to make it audible from a shorter range and to feature air absorption.
Tweaked the attenuation settings of Turret gun shots and explosions.
Fixed some issues with reload sounds being heard from much further than anticipated.
Graphics
Energy Shields have a new graphics that is easier to see. This is due to the differences in the VR and PC editions. In the VR version of the game energy shields are an item which you hold and aim to block shots. This doesn’t work as well in a non-VR setting so the PC version simply absorbs energy when damaged. But it was previously still using the transparent shield model.
Added a number of new decals.
Added new exploding cannister explosion particles
Particle improvements and optimizations across the board.
Maps
Added new bottles to the target range in the tutorial lobby. These can be destroyed by shooting them.
Added exit signs to many of the rooms on the indoor map to make it easier to determine which way leads towards the center. Similar to the directional arrow signs these signs always point inward to the final area.
Added infectious warning and toxic waste warnings to some of the props in the indoor and client lobby maps.
Added noise to the outdoor maps terrain. This means that terrain will be a little less flat.
Added more benches, computers, and decals to the tutorial lobby.
Added more cabling, decals and props to the indoor map.
Slowed down the spawn rate on some of the respawnables in the outdoor map.
Improved shadow and lighting in the outdoor map.
Updated reflection captures and lighting in the indoor map. The overall lighting is a little less bright and shiny.
Tables in the tutorial lobby are now slightly taller to make it more difficult for players to accidentally climb on top of them.
Oriented the tips in the Client Lobby to ensure that they all faced the direction characters would initially be coming from.
Fixed an issue with the Reflection capture in the waiting area of the outdoor map.
Fixed some problems with weapons partially sunk into tables in the tutorial lobby.
Miscellaneous
The camera no longer collides with pickup items, correcting some camera weirdness around them at times.
Cleaned up and removed some VR related code and plugins.
Optimization
Added LOD to Hoverbikes.
Optimized bot code.
Optimized particle trail effects.
Optimized character rendering.
User Interface
Added a new backpack system. Players start with 1 slot for primary weapons, 1 slot for secondary, and 2 extra inventory slots. This can be doubled by picking up a backpack on the map. The backpack can be opened using (B). You can also dropped stowed (non held weapons) and inventory from the backpack UI as well by shift clicking on them (along with any backback items you wish to drop).
Added Push to Talk (T). It is a spatial system that will send voice audio to those close to you.
A voice icon shows up over the head of players that are talking.
Added Pickup Option (F). It will add weapons to your backpack, inventory items (grenades, stims, etc) to you backpack, and do a normal pickup on other things like ammo.
Added a “Buff Box” for timed enhancements on players. It will show an icon and how much time is left.
The Tab key will now toggle scoreboard if you are not in the tutorial lobby.
The Effects Quality option now has an effect on particle LOD bias, allowing you to improve your performance by drawing less particles.
The mousewheel will now scroll the Options Window rather than switching weapons if it is open.
The scoreboard will now open automatically you are killed.
Fixed misspelling on a grenade.
Fixed an issue which could cause some parts of the indoor map to be culled due to distance when they were not intended to be.
Fixed an issue which was causing jagged edges on the indoor map/minimap.
Vehicles
If a vehicle is destroyed, the rider will now take damage from the explosion.
Hoverbikes now feature particle effects on destruction.
The mount icon on hoverbikes will now disappear properly when mounted on a client machine.
The broke vehicle icon is now properly networked.
The health bar will now display your health properly when riding a vehicle.
Weapons
Added destructible support to weapons.
Adjusted the recoil on Rocket Launchers, Homing Launchers, Grenade Launchers, and Mine Launchers to be heavy and more varied between each type.
Improved impact decals from Rocket Launchers, Grenade Launchers, and Homing Launchers.
Ground blood splatters now work properly with projectile weapons.
Fixed damage issue with melee weapons in standalone mode.
Beta Testers Needed
Until None Remain's PC Edition is seeking external beta testers. We'll begin having sessions soon.
Interested players can apply for testing here: https://docs.google.com/forms/d/e/1FAIpQLScfOLB3pBRuuE7GtqbsDubYRKE9fux-Kp81flF_YourNUU62Q/viewform
0.3 Patch Notes
The 0.3 patch is an important step towards us beginning to invite external testers. Keep a watch on this page as we'll have application information here soon. It includes some very important additions including Medical Pills, Focus Stims, Shockguns, E-Shield improvements, and more.
Audio
Added a sound when healed.
Items
Added Medical Pills from the VR version of the game. These are an inventory item which can be used in the same way as grenades. Instead of throwing a projectile though these pills will heal you when used.
Focus Stims have been implemented. These stims will increase your damage output while decreasing spread for a short time. It can be stacked with crouching to fire much more accurate.
E-Shield use changed a bit. It now mitigates 75% of the damage as long as it can take the shot. It also does not apply damage based on armor or damage location so you will suffer the same damage/reduction rather you would of been hit in the head or body.
Inventory items now will be dropped on death.
Basic pistols and rifles are now more common as a basic weapon.
Maps
Made adjustments to the lighting on the outdoor map. This primarily affected building lights, both inside and out. Reducing overly bright lights, and adjusting the cones of spotlights.
Added more crates as cover in the outdoor map.
Added more cabling to the indoor map.
Smoothed out the transitions of the reflection maps on the indoor map.
Lightened up some dark spots in the indoor map.
Added more basic weapon spawn points to the indoor map, primarily in the hallways rather than in the rooms.
Repaired some issues with collision on the large rocks in the outdoor map.
Miscellaneous
You are now kicked out of a match 15 seconds after you die.
Improved the dropping code to be better network replicated.
Blood splatter no longer plays online when shooting a player that absorbs the whole shot with the e-shield.
Fixed a resolution issue due to the resolution not being set in some cases causing it to pick a non-standard resolution that was causing UI issues.
Optimization
Optimized detonation grenade and barrel explosions.
LOD work was done on several weapons.
User Interface
Energy shield now has a display bar with the amount of energy left.
Text banners and death messages will now be visible even when using a sniper scope.
Inventory slots are now rendered in the same layer as the rest of the GUI.
Adjusted the look of the bars used for the jetpack and the newly added energy shield. They are a bit smaller than before.
Shift+L will now return you to the lobby if you are in a match. Can be used if alive or dead.
There is now a death banner that tells you that you will be kicked in 15 seconds and reminds you about Shift+L.
Added missing name display code so player names show over their heads.
Moved the item text up some for armor and the jetpack.
Fixed an issue with the pickup text not showing up if you quickly moved in/out of its range.
Dismount keyboard helper now shows up with mounting a bike.
Vehicles
Adjusted how players dismount hoverbikes so that they should not dismount inside of the bike. When that happened it required players to jump to break free.
Weapons
Introduced new Shockgun weapons. These weapons emit a continuous beam of electricity which electrocutes armor, making it most effective against armored targets. It has a lower head shot bonus than most other weapons, but helps to compensate for this with a higher arm and leg shot modifier. This is due to the electricity flowing throughout the body.
Increased the rate of fire of Grenade and Mine Launchers.
Grenades now support knockback effects.
Weapons now have their own reload animation if desired.
Weapons now have their own equip and unequip animation if desired.
Increased both reload animations by 1.25x so they play a bit faster.
Frag, Incendiary, and Detonation Grenades now cause a knockback when they land.
Increased damage of Incendiary and Stun Grenades.
Incendiary and Frag Grenades now detonate after 1.5 seconds, down from 2.5.
Tweaked weapon spread on the more inaccurate weapons.
Adjusted the knife sheath point to be better centered on your back.
Laser weapon effects should stop when you stop aiming.
Fixed the timing on the reload triggers so they were properly lined up with the animation time, they were not before and you could shoot before the reload was finished.
Fixed issue with knife not hitting bots.
Fixed a few issues with crouching and spread. It should now improve spread when firing by 2x and properly clamp its min/max when going in and out of crouching.
0.2 Beta Patch Notes
We continue our work towards getting the PC Edition out the door with another large patch. This patch includes ground blood splatters, non-weapon inventory items including 5 grenades, rare new homing rocket launchers, melee weapons, sniper scope views, and much more.
Audio
Improved audio attenuation settings.
Energy Shield pickup audio should now play properly.
Added wind sounds to the Outdoor map.
Graphics
<*>Implemented a blood splatter decal effect on the ground when players or NPCs are shot.
<*>Introduced new trees.
<*>Improved the emissive effects of the sun.
<*>Improved godray effects.
<*>Added new dust effects.
<*>All new weapon icons.
<*>Improved the dust shader that can be seen blowing across landscape on the outdoor map.
Miscellaneous
Fixed a bug which was not crediting players for Bot kills.
Fixed death code for players running again if you were already dead.
Fixed a bug which was preventing Achievements from incrementing.
Fixed a bug which was not declaring a winner in some cases where it should have been.
Applied an Unreal Engine Patch to fix an issue that was locking up the engine at random times.
Interactive Objects
If you pick up a jetpack while already wearing one it will now refuel to maximum.
Reduced energy shield absorption.
Jetpacks are now displayed on clients even if they were not near the player when they equipped the jetpack.
Fixed a bug with shockpole lighting not triggering.
Fixed a problem which was preventing energy shield effects from rendering on low settings.
Maps
Added trees to the outdoor map to help break out the texture repetition and to provide players with more cover locations.
Improved reflections and filled out itemization on the indoor map.
Smoothed some rough distant terrain and improved lighting on the outdoor map.
Increased the size of the sun in the outdoor map.
Reduced the brightness of the lights in the grenade room in the client lobby.
Reflection in the client lobby is now more subtle.
Added dust effects to the outdoor map to accentuate the wind.
Terrain in the outdoor map now transitions more slowly into lower LODs, increasing the overall quality.
Increased terrain lightmap resolution in the outdoor map.
User Interface
Each weapon now has it’s own icon which will be animated onto the screen when you change weapons. The new icons are unique for each weapon type and look just like the item looks in game to make them easy to identify.
You can now temporarily enable or disable the minimap using Shift+M. This is a temporary switch. You can permanently disable the minimap through the Options menu.
The Jet Fuel indicator is now the same size as the health indicator and better centered with it.
A Text Banner is now displayed when you pick up an Armor piece or Energy Shield.
Added Crouch to the help pop out.
Screen damage flashes are functional once again.
Fixed issue with hiding UI causing input issue when restored.
Fixed a bug which could cause players not to have input focus after loading.
Vehicles
Hoverbikes are now more stable than was previously the case.
You can now grab damage and health power ups while riding a vehicle.
Weapons
Introduced throwable objects (grenades). There are 3 inventory slots that can be swapped using the 4-6 hotkeys. When a slot is active and you aren’t actively aiming a weapon you can hold down the left mouse to aim the object and release it to throw it. Hitting the right mouse button or escape will cancel the aiming process.
Introduced new rare Homing Rocket Launchers. These weapons are a variation of rocket launchers which has limited homing capabilities.
Implemented a standard knife that is issued to everyone at the start. It cannot be dropped. It will do a decent amount of damage, armor greatly reduces the damage it can do.
When you zoom in with a sniper rifle it will now shift into a scope view.
Explosive projectiles now support knockback effects.
Armor now absorbs a portion of explosive damage.
Improved Pulse weapon particles.
Adjusted the shell ejection points, and clip insertion points of several weapons.
Optimized the shell ejection code.
Fixed an issue where dropped weapons would reset their ammo clip to full.
0.1 Alpha Patch Notes
We've updated the Steam Client build to v0.1 (Alpha). This patch saw the introduction of melee weapons, energy shields, uniform colors, sniper zoom, and many other features and bug fixes.
You can find the complete notes below:
Animations
Increased the speed of some animations by roughly 25%. This is primarily in gathering and weapon switching animations.
You can now break out of gathering animations after one second, which is about half of the previous length of time.
Improved ragdoll settings.
Combat
Added damage modifier system for players, covering body/armor mitigation.
Interactive Objects
Energy Shields have been introduced. Unlike in the VR version of the game, these are not active blocking items, but instead will create a shield around your body on any incoming damage until their energy has been drained.
Added lighting effects which will turn on when Shockpoles activate. These will remain until the poles are inactive.
Added a fuel indicator to the GUI that will appear any time you are wearing a jetpack.
Jetpack is now removed from the body visually after it runs out of fuel.
Maps
Continued work on the Indoor map, improving lighting and reflections, while adding new shelves into numerous rooms.
Improved reflections in the Outdoor map.
It is no longer possible to die in the tutorial.
Decals are now rendering properly on the indoor map. The direction arrows intended to direct players to the center of the map were previously rendering blurry.
Removed the windows from the client lobby as they were having Refraction issues.
Miscellaneous
Players will now drop their inventory when killed. These items can be retrieved by other players.
Healing items and powerups are now healing the player properly.
Falling damage is now more forgiving.
Fixed an error which could cause a blank killer name in death notifications.
Fixed several small interaction related issues.
Performance
Tweaked scalability settings allowing for improved performance.
Optimized the footstep code.
User Interface
Players will now enter the game in the tutorial lobby but with a menu that quickly allows them to reach main menu options and join a server, with the ability to close this window and participate in the tutorial.
Both the large map and minimap now display the danger zone on the map. It will be yellow during the warning phase and red during the damage phase.
Implemented a highlight system for pickup items. An outline will display around them to indicate which item you will try to interact with. This should make it easier to quickly grab select items on full tables.
You can change your Uniform color in the Settings.
Players can now filter servers by map types or regions. This setting is saved for future uses.
The minimap can now be enabled/disabled through the Settings.
You can now freelook by holding down the Left Alt key.
Text banners are now displayed when you pick up items.
The 3 key is now used to switch to a melee weapon.
The 4-6 keys are now used for grenade or utility slot items.
Vehicles
Alt+X can now be used to dismount a vehicle.
You can now properly dismount hoverbikes if you are offline.
Fixed an issue that caused players to ride ghost bikes in some situations due to a networking issue.
Fixed an issue which was causing the body of Hoverbikes to be pitch black.
Weapons
Introduced melee weapon support.
Weapons now support variable zoom and aim transition speeds.
Sniper Rifles now feature a high powered zoom which transitions between Aiming more quickly than other weapons.
Recoil should now be working properly on all weapons.
Weapon camera shake no longer plays on other nearby players screens.
Improved rocket and grenade launcher smoke trail particles.
Fixed a bug which locked weapon swapping in some rare circumstances after dropping a weapon.