Patch now live, based on feedback

[h1]Release notes [/h1] Hello! We´ve been reading through the comments, reviews, and messages & plan to address what is there. For the first patch, we´ve included... [h3]Options[/h3] [list] [*]Screen: Brightness, FOV, Resolution, Full Screen [*]Nausea: ON/OFF toggles for Pixel filter, Lens Distortion, Camera Tilting [*]Controls: Aim Sensitivity and Invert Axis [*]And a volume slider! [/list] [h3]Bug Fixes[/h3] [list] [*]Fixed spawning outside world bounds (if you still do it somehow, notify us) [*]Added some extra colliders to places people have gotten stuck to [*]Flashlight + Energy malfunction on resume game [*]UI element malfunctions on resume game [*]Fixed missing mesh surfaces on world geometry in the streets [*]Fixed framerate drops near fire etc FX [/list] [h3]Other Adjustments[/h3] [list] [*]Instead of going completely black, the flashlight starts to flicker when out of Energy [*]The world lighting is brighter! [*]Scraps can be retrieved after you die, Dark Souls-style [*]Added a Business Lizard to the early part of the game [*]Polished performance settings (LODs, draw distances, light behaviour, game engine settings) for some smoothness [/list] [h1]Next...[/h1] [h3]First[/h3] We intend to add full gamepad support (they WORK but some menus glitch etc, its not comfortable right now...), and key bindings. We also have a list of bugs or nuisances you've discovered that we mean to address. We'll roll out stuff in the coming week. There's also a pretty cool unannounced feature related to the music, that Jesse is working on.. but we´ll keep that a secret for now. It'll surely improve the dynamics of the game a LOT. [h3]Then the juicy stuff[/h3] After the worst of gameplay, bugs, UX is sorted out, we´ll start working on the next big update! And that'll mean a new large level, a new batch of enemies, and new upgrades to kill monsters with! There's plans, there's some wip code.. we´ll most likely discuss this in the community as we go. [b]Keep on punching![/b]