Gone Viral is an over-the-top action game with heavy roguelite elements where you fight for your life in a prison arena to entertain a blood-thirsty audience. Rack up your kill count, grab mutations and crazy weapons to change gameplay and get what you need to escape and Go Viral.
[b]EARLY ACCESS MAJOR UPDATE 1 - HOLLYWOOD SCARES![/b]
You’re the next contestant on...HOLLYWOOD SCARES! Our first Early Access Major Update!
Welcome to our first (of many!) Major Update! We’re cranking away with new stuff for you, as well as unlocking a new permanent Cosmetic on your first run this update!
So, check it out! Here’s everything we’ve been up to in the month since Early Access started:
[list]
[*] A new contestant has entered the arena! Meet Jo - the mutant Skullcracker!
[list]
[*] Jo has extra health and starts with the giant Pulverizer hammer
[*] If Jo can successfully attack quickly after being damaged, she gains a half-heart back
[*] She unlocks a unique Carnage Item that will damage her to gain extra power
[*] After becoming famous enough, she gains Thick Skin - taking only half damage from attacks, making her highly resilient on tougher Insanity levels
[*] She’s currently locked up for the protection of the arena denizens - find her in the dungeon and set her free!
[/list]
[*] Complete VO overhaul! Our snarky announcer has a lot to say, and isn’t shy about commenting on your (hopefully) stylish moves. Slay a while, and listen!
[*] New Cosmetic - the Pumpkin Head!
[list]
[*] Our limited-time seasonal reward to you when you play before the next Major Update!
[*] [b]Persistent Cosmetics![/b] We now unlock stuff on Steam so you won’t lose your goodies if you delete your account file or play on another machine. Yay!
[/list]
[*] [b]More Rooms![/b] Bunches of new secret rooms and variant rooms for the Big Show are in!
[*] [b]More Mutations![/b] Doug’s been cranking away on adding more buddy companions for y’all!
[*] [b]More Stuff![/b] New Carnage Items, Fan Events, rooms, and other content!
[*] [b]Polish![/b] And as usual a ton of polish! There’d be bug fixes, too, if we ever wrote any bugs. Which we don’t. But if we did. Doug.
[/list]
NEW COSMETIC AVAILABLE: Each time we release a Big Ass Update (like this!) we’ll reward folks for playing. Everyone playing during this update, enjoy your permanent exclusive sexy PUMPKIN HEAD! And, the Founder Crown is now locked away in the vault. (You got yours for playing in the last month, right?!?)
Once we do our next Big Update, no new folks can get the Pumpkin Head - so make sure you play before then! We call this the [b]Blatant Bribery For Y’all Participating, Feeding Our Analytics, And Giving Us Crap On Discord System.[/b] After all, the earlier folks join in, the more goodies you’ll rack up, so thanks for being here yelling “FIRST!”
It’s folks like you helping indie development that keeps us cranking away. The more folks that join Early Access, the more we can add to the game - so poke your buddies to get on in here as well and/or leave reviews on Steam - those help a bunch!
You rock! We’re having a great time adding more to Gone Viral, and thanks for the feedback!
Enjoy!
-The Skullbotians
[b]Big Stuff:[/b]
-- New Character - Jo (the SKULLCRACKER!)
-- All New VO!
-- New Cosmetic - the Pumpkinhead!
-- New rooms, mutations, fan events, a new weapon, and improvements to previous ones as well!
Mastery Changes!
-- Armor, Weapons, Carnage Items, and Bombgadgets must now be actually worn at the end of a run to be successfully mastered (ooh that should make Ablative Armor tricky to master, evil laugh)
-- Gadgets must be used on a run to be Mastered - other wearables must simply be picked up/worn
Insanity Changes!
-- We’ve tuned up insanity 3, 6 and 7 based on your feedback - with the goal of keeping it tough but fun.
[b]Content:[/b]
0.5.2 (Latest)
-- Added Mutation: Carnage Executioner - executes Carnage Item 2x each use
-- Added Mutation: Wrathful Reply
-- Added Carnage Item: Blood and Anger
-- Added Fan Event Old School - the world goes to 8-bit and topdown mode
-- Added Carnage Item: Juicer - uses your first equipped injector without consuming it
-- Regenerative Armor improved - now fully repairs itself at the end of each level. If it is already fully repaired, it instead attempts to repair one point of innate armor on the wearer (good suggestion @Justice)
-- Ablative Armor improved - now starts with 3 shields (was 2), still 4 coins to purchase. Per feedback discussion (@loginerror, @Seebo, et al)
-- Bugzapper (Carnage Item) improved - much bigger zap radius, zaps VERY frequently, does much more damage if enemy is walloped into it (suggestions from @Gramstaal)
0.5.1
-- Added in bunches more secret rooms
-- Added new combat rooms
-- Added more variant rooms for the Champ level (The Big Show)
-- Marked Triple Vault as being a rare vault instead of a rare standard room
-- Headhunter now removes Boss HP if picked up mid-combat
-- Headhunter now reveals boss rooms on the Minimap when picked up/on future levels
-- Added a 2x Shield repair consumable. Good call @Justice!
-- Added more music - including variants and full length combat track
-- Added @LeoFonseca icons for bosses and armors
More companions added:
-- [b]Slicer Aggie[/b] is here to help!
-- [b]Demo Mabey[/b] is here to help!
-- Combat buddies now teleport to you when you enter combat (thanks @Seebo)
[b]Polish:[/b]
0.5.2
-- Improved display/spawning of starting items across character classes
-- Changed the highlighting colors, added carrots, and increased the carrot size for the buttons on the run end summary screen, all in an attempt to make it clearer what you have selected (thanks @MoreAmor)
-- Scaled up the selection carrots on the main menu to make them look a bit better
-- Thrown Weapons bounce properly
-- Tuned height/distance of thrown weapon wallops
-- Explosion/Audio FX shifted from animation to weapon
-- Tweaks to naming
-- Carnage Executioner properly doubles/stacks with Adaptive/etc.
-- Added proper Iron Skin icon
-- Updated the in-game ambient music to not hit quite so hard at a few moments where it was causing some confusion about if you missed something happening in game
-- Projectiles can now align themselves with the floor when spawned in a tilted room
-- Added ability to fly rooms around, which will come in handy someday I'm sure
-- Fixed minor issue where Decimus, er, kept shooting the floor. The jerk.
-- Wall and floor decor remains attached to the thing that spawned 'em even if some dev is messing with the room physics
-- Hooked up new Fan Event icons
-- Injector Acid Drip buffed to last until the end of the next combat (was ~5s)
-- Adjusted Fan Event pool percentages
-- Added Juicer to spawn pools
-- Added extra Stylish Move VO
-- Early polish of Stylish Move VO
-- Machine costs now always rotate themselves to properly face the camera (thanks @Seebo)
-- Repairing some achievement records that had accidently gotten overwritten and broke (thanks @Justice)
-- Added audio randomization for Fan Event names with new VO
-- Fixed text for new character achievement
-- Turned on more aggressive collision detection for projectiles and pickupables to try and keep them from squeezing through collision
-- Tuned some over-spammy Stylish Moves
-- Fan Events now are all using new VO
-- Curated many new VO lines/set random percentages/etc.
-- "Room Complete" moved to new audio
-- "You died" moved to new audio
-- Stopped vendbots from running around their rooms like crazy
-- Fixed health gamblers spinning their wheels in crazy directions
-- Adjusted some secret rooms to be rotated properly
-- Jo Model Material and Normal map
-- Updated the model in the NPC cage
-- The NPC cage room will now spawn on a random gameshow floor once per run as long as you don't have the character unlocked
-- Moved much audio to the Announce system to allow queueing of audio (NPC Mutations, Room Complete, Fan Gifts, etc.)
-- Added all NPC Mutations audio to random cues and tagged
-- New character's weapon properly displays in Start Menu screens
-- Audio tuning pass
---- Adjusted frequency of various stylish moves
---- Adjusted room complete/new level audio
---- Pending Fan Events only announce if newly created vs. when changing levels/returning from save
---- Cleanup of room complete announcements
---- Added "Welcome to Gone Viral" cue
-- New character properly added to New Run screens
-- New character equipment properly displays
-- Fixed issue where the "Events and Oddness" bar would be half-full even when you'd mastered everything in your Murderpedia (it was counting Enemies, which since we haven't added 'em to the Murderpedia because we're too lazy to want to make 80+ different icons can't yet be mastered even though they're quietly in the Murderpedia data) - thanks @Seebo
-- Cleaned up display of how to unlock different classes
-- Gadgets retain their ordering even through level transitions/saves (good call @Seebo)
-- New name for Dangerous mutation - Threatening (based on discussion in feedback to differentiate from NPC mutation)
-- Added new flavor text for Fortitude based on @loginerror's suggestion
-- Made a new lattice for the starting room that won't poke through the walls
-- Dead things can no longer get buffed by Fan Events or other things that apply buffs. Appropriate fix for spooky season. From @Astreigha's stream.
-- Hooked up more new VO in various places
-- Added level greetings
-- Implemented cage to trap hapless new contestants in the dungeon
-- Added video settings for AA and motion blur (thanks @Xanodia)
-- Bae Blades and orbiting shields no longer break their positioning with certain NPC buffs (thanks @Seebo)
-- Bae Blades now do a bunch more damage (thanks @loginerror)
-- The spike roller no longer hurts you when sitting still (thanks @Seebo)
-- Adjusted frequently played stylish moves to not use audio every time
-- Recycler now properly uses Recycled! stylish move instead of Pit Kill
-- No longer use "Welcome to Gone Viral" intro audio on entering new levels after the first
-- Abacus now has base ZIP of 2 (was 1.5) and Movement Multiplier of x1.25 (was x1.5) - effectively this makes our lil' botsassin approximately as fast at level 1, but if it gains ZIP later it doesn't go to unplayable speeds - or, rather, not as quickly. (From feedback discussions by @Seebo @Justice and others)
-- Fixed tutorial bots no longer go randomly wandering about
-- Fixed the new character's cage room having neon bright wall stripes
-- Adjusted the new character's position in the cage to be as visible as possible without breaking through the floor or bars
-- Multiple Trap Resistances via Envy no longer prevent opening blood locks (Slicer Chests, Spiked Doors, etc) (thanks @lueders_rebel and @Seebo)
-- Envy now grants explicitly NPC Mutations (was doing some crazy stuff with Insanity modifiers, etc - nice find @Seebo and @Justice)
-- Multiple Trap Resistance mutations should now happen more rarely on NPCs/won't be as OP when it does happen
-- Trap Resistance no longer makes players vulnerable to melee/physical attacks (wasn't showing your added potential damage from those kinds of attacks clearly so could cause confusion/sudden deaths) (from @Justice @Seebo @loginerror and multiple other folks whose bug report was "WTF did I suddenly die to X")
-- NPC buffs that are not strictly mutations will no longer improperly show up in the Run Summary/Level Greeter/etc. (thanks @Seebo's screenshot)
-- Added audio to Sudden Death, Fans getting pleased/angry
-- Fixed: Megacombo could attempt to hit creatures that were mid-slam attacks far above the room (from @FederalGhosts stream)
-- Fixed: Health Gambler/Blood Locks now affected by threat levels
-- High Fury stat no longer prevents you from holding the power attack key combo long enough for it to fire off (@Seebo find)
-- Key2Power now more aggressively grants POW per key
-- Energized Enemy Mutation is now rarer
-- Energized Enemy Mutation now has audience opinions on it (all Fan types were previously neutral to it)
-- Normal Mode Enemy Mutations are now somewhat more common with the Harder Enemy Mutations run modifier
-- Per discussions on feedback/bugs channels (thx @Seebo/@loginerror/@Justice/others)
-- Secret doors and secret room doors (which are totally and obviously different things, duh) no longer have doormats (thanks @Seebo)
-- Attempting to fix a scaling issue with the character cage in cooked builds
-- Thrown weapons are now affected by multishot/Multiplication Event/etc.
-- Tweaks to make new weapon combo more dependably
-- Mild cleanup in MissileLauncher
-- Adjusted how close you need to be to the NPC cage to use a key so that it happens accidently less often
-- Added a bunch of effects and polish to the NPC cage leaving
-- Cleaned up announcer appearing for blank announcements
-- Cleaned up repetitive audio around Pending Fan Events
-- Slightly increased the fighting area in one of Da Champ's rooms
-- New weapon main attack is resistant to being sped up by Fury
-- Added in the new character's shoulder armor to the character select screen, the NPC cage, and the character itself
-- Added the new character's weapon to the NPC cage
-- Fixed an issue where armor being destroyed was not being called out by the inventory
-- Fixed the new character's shoulder armor always having the wrong material on the character select screen
-- Cosmetics can now be adjusted from Main Menu and New Run screens
-- Insanity Tweaks (based on feedback from @Seebo, @Justice, and others - more feedback always welcomed on the higher level insanities in particular)
---- Faster Baddies are slightly less fast, and slightly reduced attack rates
---- Faster Gladiator is a touch less fast
---- Beefier Bosses have a somewhat lowered attack rate, slightly lower HP, and lowered movement speed
-- Fixed bug where announcements could get confused about which ones should/shouldn't display the picture of the announcer
-- New weapon power attack properly works with split-body animation
-- Juicer Carnage Item now informs you of your disappointing lack of injectors when appropriate
-- Unstable Genome has clearer flavor text for those with poor reading comprehension skills. Speaking of which, thanks @Seebo for the feedback!
-- Created and hooked up a Carnage Item for the new character
-- The Carnage Item UI now supports disabled carnage items that happen to be full of carnage
-- The Blood and Anger Carnage Item buff now stacks a maximum of four times
-- The Blood and Anger Carnage Item buff now increases your scale with each use
-- Adjusted the stats for the Blood and Anger Carnage Item buff
-- The new character now starts with the Born of Blood character trait
-- Removed the timer display for the Born in Blood character trait as it is very fast and keeps spamming on and off pretty uselessly
-- The Born of Blood character buff now lasts as long as your post-hit invulnerability
-- The Born of Blood and Wrathful Reply buffs now only trigger off your melee or projectile hits
-- New character has dialogue while you are freeing her
-- Enabled new cosmetic attachments
-- Adjusted sockets for new cosmetic
-- Added descriptions of various new achievements, fame tiers, and items
-- Unlocked new Hollywood Scares cosmetic on first run
-- Removing collision from all cosmetic items to try and fix a cooked build issue
-- Slightly increased the size of the cosmetics UI panel to let us avoid scrolling for now
-- Testing checkin with new perforce setup. Added switch as a supported platform in project settings.
-- Pumpkin cosmetic has appropriate sockets set up on player meshes
-- Tweaked locations of prisoners in Start Screen
-- Beefing up how the NPC cage flies in an attempt to fix a visual glitch
-- The new character's weapon and carnage item can now appear in item pools after you hit fame tier 3
-- The new character now has real Murderpedia art
-- Low secret doors in the gameshow tileset are a bit more obvious
-- Pulverizer requires ammo to throw, regains ammo when throw is complete (unless you have Tosser)
-- Thrown weapons now have proper trails
-- Fixed issues with thrown weapons potentially having improper scale/materials
-- Fixed an issue where the death UI was being shown twice
-- Cosmetics changes save properly before leaving main menu
-- Cosmetics now announce themselves as they unlock
-- Cosmetics save properly leaving main menu
-- Unlocked cosmetics are immediately available
-- Fixing an issue that was causing the music to stop playing sometimes when going between the main menu and the game
-- Fixed issue where cosmetic unlocks always thought it was happening for the first time
0.5.1
-- Unlocked Cosmetics are stored in Steam Data, making sure you have Cosmetic access on all your machines/even if you delete local files
-- Fixed tire stacks using the wrong art on the Champ's floor (thanks @Swordmouse)
-- Updated cursor to be more visible
-- Gameshow kit version of TutorialBars
-- You can no longer lose your selection on the main menu by accidently navigating to the completion bars on the right
-- Controller shake is now an option you can disable (thanks @morokko)
-- Implemented the new gameshow fence wall assets
-- Fixed the viewer event voice overs being quite a bit louder than other VO (thanks https://www.twitch.tv/wanderbot)
-- Fixed the tutorial logo signs being in floating boxes instead of being transparent
-- Fixed scaling issues for both the logo and webcams on screens in the tutorial
-- Scaling is now adjusted on the fly for screens in the tutorial to get the largest good looking display
-- Updated Headhunter Murderpedia entry
-- Fixed an issue preventing you from earning your Champ achievement on Abacus (thanks @Seebo)
-- Fixed an old achievement appearing in the Murderpedia (thanks @Seebo)
-- Added a few new test achievements for something fun
-- Gameshow tiles now properly fade out after being destroyed
-- Tiles now spawn into existence in a much more polished way
-- 2-Fer properly now doubles repair pickups. Next thing you know, people will want it to double keys as well...crap, I better make a double-key item.
-- Fixed an issue with half damage shields actually blocking 3/4 damage (thanks https://www.twitch.tv/escapeg0at)
-- Da Champ now only has his explosive damage shield up when he is using his rocket launcher
-- Mini-bosses now have the same explosive protections full bosses have to keep them from being as easily one-shot
-- Added some visual variation to the floor tiles of several of the Big Show's random rooms to help separate them visually from each other
-- Tuned rocket gladiator animations to give better telegraph timings
-- Updated Shock Sword powered attack to handle gravity more cleanly
-- Bulletproofed Tire Stack against potential rare crash conditions
-- Fixed 16:3 aspect ratios on several UIs to be handled in a boring-but-not-totally-borked fashion (much thanks @Merz)
-- Added a bounce effect to all tiles
-- Added bounce FX to all weapon and enemy big slams
-- Tiles no longer flicker when bouncing
-- Teleporters are no longer visible when at their lowest point under the tiles, so that you don't see them when tiles bounce
-- Da Champ no longer destroys interior bar walls when trying to destroy the wall leading to the next room
-- Fixed a bug with an unexpected low wall in the middle of a bunch of high walls (thanks @Seebo)
-- Let's see if a two tank minion version of the blue Bombadier variant pulls its difficulty back a bit and provides some more gameplay decisions for how you face the fight (thanks @Seebo and @loginerror and @Justice)
-- Fixed teleporters in their special rooms not occasionally not having their icon
-- Fixed teleporters without valid special rooms drawing a mutation icon on the floor of the starting room
-- Fixed potential DungeonRoom spawning issue
-- Potential fix for issue with Timer Pie Chart FX occasionally being 2x as slow as should be (thanks for the poke @Justice and @loginerror)
-- The spike roller no longer hurts you unless it is spinning (thanks @Seebo)
-- Fixed an issue where navigating the Twitch options menu with a controller would skip around a bit
-- Cosmetics being unlocked or not is stored using steam stats if steam is connected (otherwise stores in account data)
-- Injectors Big Shot, Vortex, and Lightweight now last until the end of the next combat, increasing their utility.
-- Dumpster Diver and similar things will now properly magnetize gadgets and injectors (nice, very subtle find @Seebo)
-- Steam updates of Cosmetic unlocks improved
-- A few more layers of protection added to try and stop the music from restarting in the middle randomly, thus sounding more repetitive than it really is
-- Added ability for Murderpedia entries and icons to handle custom-aspect-ratio images
-- Tweaks to the new nuke and camera Big Show rooms to smooth out how they play (thanks @Seebo)
-- Slicer Aggie now tries to get a little bit closer to her enemies (thanks @Seebo)
-- Gadgets once again do not generate Fan Opinions (a side effect of the Lure cleanup was Fans started caring about what gadgets you picked up, which felt weird)
-- Toned down the materials for Slicer Aggie and Demo Mabey so that they don't stand out against the background as much
-- Imported all newly localized strings
-- Tweaked Tirestack navmesh settings
-- Fixed issue where murderpedia icons would distort after you'd view a boss. Yeah, that was a thing.
-- Scaling works properly in unlocks at end of run even for non-standard aspect ratio icons
[b]Developer Notes[/b]
0.5.2
-- [WIP] New cosmetic for Hollywood Scares
-- [DEV] Fixes for non-windows versions
-- [DEV] Adding new strings to the localization system
-- [DEV] Updating the game version to 0.5.2
-- [DEV] Cauterized potential sources of SteamCore poorly interacting with non-Windows platforms
-- [DEV] Added functionality to Dialogue system for NPCs
-- [DEV] Added "#else return" as needed in StorageCoreSDK.cpp
-- [DEV] Turned off account manager log spam when there is no current run
-- [DEV] Added in all newly localized strings
-- [DEV] Added new strings to the localized text system
-- [DEV] Switched Several new mutations to the placeholder mutation icon
-- [WIP] New weapon balance pass
-- [WIP] Weapon tuning
-- [DEV] Removed debug spam
-- [WIP] Tuned new character/weapon
-- [WIP] Added new prototype weapon
-- [DEV] Updated an in-progress enemy mutation to the correct icon
-- [DEV] Added data to adjust weighting of PC's attack rate for individual attacks
-- [DEV] Fixed build warnings in StorageCoreSDK
-- [WIP] Added the wrathful reply buff
-- Switched the 2ndary buff effects of Wrathful Reply to be more appropriate for the theme
-- [DEV] StorageCoreSDK should compile on other non-PC/non-mobile platforms now
-- [DEV] Added new socket for testing with cosmetics
-- [DEV] Added mesh sockets to handle changing cosmetic locations based on current player mesh
-- [WIP] Cosmetics can be displayed in Main Menu
-- [WIP] Refactoring cosmetic system to be more extensible
-- [DEV] CosmeticIDs are now associated with mesh sockets
-- [DEV] Added new IDs for upcoming cosmetics
-- [DEV] Added tagging and display info for the "Wrathful Reply" mutation
-- [DEV] Added attachment point for new character's Announcer Shades cosmetic
-- [DEV] Removed some strings accidently set to be localized
-- [WIP] Added achievements for new character
-- [WIP] Support for new character in character selection/start screen
-- [DEV] Buffs can now apply VFX for duration
-- [DEV] Significant fixes, clean-up, and consolidation of the existing AI packages and pieces
-- [WIP] Adding in some of the new VO for testing
-- [WIP] Added tagging, base assets, room for testing Plinko game rooms
-- [DEV] Moved new audio stylish move files
-- [WIP] Prototype cage room added
-- [WIP] Hooked up tags for the prototype cage
-- [WIP] Forced the prototype cage to always face the camera
-- [DEV] Removing the previous versions of the new VO assets
-- [WIP] Adding in all new VO to the project
-- [WIP] Adjusted volume, class, and concurrency data for all of the new VO sounds
-- [DEV] Build an example randomized sound cue
-- [WIP] Bulk work on new stylish move VO
-- [WIP] Adding in a few new "Fan Event..." VO sounds clipped from full fan event recording
-- [WIP] Attempt two at adding in the new "fan events" clips
-- [DEV] Hooked up some dev cheats/audio
-- [DEV] Fixed issue where chests wouldn't populate their loot pools in test rooms
-- [WIP] Updated the new character and the character select screen to use the new character's model and material
-- [DEV] Added Context tags to announcement system to allow things like priorities in the future
-- [DEV] Added announcement logging
-- [DEV] Fixed up redirectors
-- [DEV] Adding in additional recorded VO
-- [DEV] Shifted NPC Cage to use a MonologueNPC instead of a SkelMesh
-- [DEV] Inventory can now be queried as to currently worn status by LeafID
-- [DEV] Adding in the Steam achievement hooks for the new character
-- [DEV] Clearing a TON of old and never used VO data out of the project
-- [DEV] Added achievement completion to dev cheat menu
-- [DEV] Cosmetics unlocked in Big Ass Updates are handled in a more productized way
0.5.1
-- [DEV] Added ability to track when dungeon rooms are finished decorating themselves
-- [DEV] Root motion test weapon prototype implementation
-- [WIP] NPC cage prototype implemented
-- [WIP] Tuning of new weapon animations
-- [WIP] Added code to test what would happen if we applied physics to dungeon rooms
-- [DEV] Added some cheats to test saving data server side
-- [WIP] Prototype Weapons work
-- [DEV] Root Motion and Gravity handled by separate AnimNotifies
-- [WIP] Weapon Prototypes
-- [DEV] Switched cosmetic unlocks to be tracked server side
-- [DEV] Removed non-steam persistence of Cosmetics
-- [DEV] An attempt to fix an issue with server side data storage only in cooked builds
-- [DEV] Updating how we communicate with the steam servers in an attempt to work around a bug
-- [DEV] Another server side data test
-- [DEV] Testing a new way of doing server side data storage
-- [WIP] Weapons animation tuning
-- [DEV] Re-enabling of local file storage of consumable unlocks
-- [DEV] Cleaning up redirectors
-- [WIP] Cosmetic steam implementation
-- [DEV] Added SteamCore plugin
-- [DEV] Testing server side data storage using the new plugin
-- [DEV] Attempting a quick fix for building SteamCore with the editor
-- [WIP] Cosmetic manager leaderboard test updates disabled
-- [DEV] Regenerated VS files w/ new plugin
-- [DEV] Possible cook fix
-- [DEV] Moved SteamCore to be a project plugin
-- [DEV] Removed some unnecessary path finding geo that was being generated
-- [DEV] Fix for nativized cook issue
-- [DEV] Cosmetics management moved to manager class
-- [DEV] Cleaned up logging around cosmetics
-- [DEV] Steam stats are cached much earlier in the process
-- [WIP] Added new character prototype (shhhh!)
-- [DEV] Some cleanup to cheat-spawn menu
-- [DEV] Added ability to lock things behind cooked build vs. editor build
-- [DEV] Updating the game version to 0.5.1
-- [WIP] New weapon now deflects bullets by default
-- [DEV] New character unlocks automatically in editor
-- [DEV] Added call "InUnrealEditor" to blueprints
-- [WIP] Tuned new weapon prototype attacks
-- [DEV] New character only unlocks in editor if dev mode is active
-- [DEV] Gathered all new strings into the localization system