Shoot, stab, burn, poison, tear, vaporise, or crush ragdolls in a large open space.
[img]{STEAM_CLAN_IMAGE}/35398057/f8fbd236ea5f334f02a683aa82663bb800fb24b4.png[/img]
Preview 1.27 is now live on the preview branch.
[url=https://github.com/studio-minus/ppg-bugs-and-requests/issues]Please report any bugs here[/url] and follow the instructions carefully.
Note that this build does not include the activation rewrite.
[h1]This is a preview branch. It is a work-in-progress. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.[/h1]
[h2]Added[/h2]
[list]
[*]New map: Reactor A5
[*]Decoupler
[*]Office Chair
[*]Office Desk
[*]Office Computer
[*]Office Monitor
[*]Naval Mine
[*]Chain
[*]"Mute" context menu option to the Lagbox, Metronome, Missile Launcher, and Timed Gate
[*]Blunt impact can now emit blood particles
[*]Blunt impact have a chance to cut the skin open
[*]Sound effects for bullet cracks and whizzes.
[*]Grid and angle snap size settings with optional keybinds
[*]Bus window can shatter
[/list]
[h2]Changed[/h2]
[list]
[*]Casing ejection particles no longer scale with the weapon
[*]Closed suspicious mod rejection loophole
[*]Made tempered glass shatter quicker
[*]Increased default physics iterations to 32
[*]Increased maximum physics iteration count to 256
[*]Increased minimum physics iteration count to 8
[*]Made it easier to select objects inside other objects by prioritising the smallest object under the cursor
[*]Improved fragmentation explosion crushing behaviour
[*]Organisms can now fully restore their blood levels on their own
[*]Missile Launcher missile will now explode when shot with a sufficiently large round
[*]Increased headshot fatality rate
[*]Slightly increased bullet knockback force
[*]Made sentry turret AI more consistent
[*]Doubled the lethality of the landmine
[*]Changed water surface explosion SFX
[/list]
[h2]Fixed[/h2]
[list]
[*]Mods occasionally failing to upload
[*]Rewrote significant parts of the control scheme system, fixing a few inconsistencies, bugs, and "what the hell" moments
[*]Humans could live having all their blood replaced with a tasty beverage
[*]Zombies healing wounds
[*]Cardiopulmonary bypass machine collision serialisation working incorrectly
[*]Attachments detaching when weapon is activated using activator electrode
[*]Incorrect servo description
[*]Immobility field - sentry turret interaction weirdness
[*]Heartrate monitor showing 70 bpm when it shouldn't
[*]Broken plate debris not showing up when flipped
[*]EscapeRichText loophole
[/list]