Another Friday Update! Performance increase, and new SCP

SCP: Blackout

A VR/Desktop game where you are a new D-Class personnel in secret SCP Research Site-50 when everything falls apart. Use what you can find as you explore the facility, access logs to learn about the SCP entities in containment, and run for your life from the SCP entities that have escaped.

Hey all, It's Friday, and time for another update! This one has some big changes, breaking the level into smaller parts for performance. It should help a lot, for desktop and VR. But I still need to do more, and that'll likely be my goal every week endlessly. There's also a new SCP, and some area changes. For the next few weeks I'm probably going to be shifting to working more on the story mode instead of new content. I'll still be fixing bugs and such, but overall you won't see as many new things. There may be some new machines or mechanics that seem random, but they tie in to the story mode. All in all, this level system took a whole lot of time and work, especially with the limited time I have due to my day job, but now I should be able to add new areas and content much more quickly when I need to, and I do have plans for whole new areas and SCPs in the future. I also still plan to revamp all of the VR stuff, but I may wait until I get an Index so I can do all the areas at once. V 1.1.2.4 -Fixed a flesh area that started already grown -Removed annoying collision in flesh testing lab -Fixed the bug on the mechanic where picking up new flashlights takes away power on hard and blackout difficulty -Set so flashlight comes on automatically when new level is loaded. -Fixed the IEMP breach announcement to be site wide -Fixed SCP-VEMT that wasn't able to be picked up -Possibly fixed the occasional moments where player was effected by invisible CESS -Tweaked SUEK AI, found a spot/reason SEUK sometimes camped out -Level mechanics so Safe Storage is its own level for performance gain -Added slightly more varied spawns for REMM -Updated credits and keycards with new donator names -Fixed the plant from being walked on by babies -Fixed spot where you could get stuck on stairs to maintenance tunnels -Reworked switches in maintenance office so you don't have to hit one at a a time. -Removed CESS from EERN's containment so people don't get them mixed up -Updated Queen Baby movement a little -A bunch of other small changes, but I forgot to add them and I don't remember them anymore. -Changed damage from CEHM to be better lined up for when you wake up -Added SCP-TSCA -Revamped outline system -Upgraded VEMT's door -Updated SCP-IEMP's attack code so players shouldn't sometimes randomly take damage after it hits them. -Added start for offhand system (Q to use offhand item) -You can now throw mugs for whatever reason. -Reworked SEUK perception system, should offer slight performance boost. Also, now hears radio and mugs. -Fixed REMM not moving (It was due to the perception system rework) -Crouching now moves you more quietly. -Lessened strafing speed -Possibly improved times SUEK gets stuck (Player was blocking the path out, so navmesh was failing) -VR can now take power from flashlights -Increased the sensitivity of door scanners. Slightly more performance heavy, but may help detection in VR -Removed outline from papers after picking up -Fixed PA system saying power level each time level loads -Fixed the Sublab 11 door re-closing after Harman opened it if you go to a new level and come back.