Update 111e5 is now Live on the Experimental Branch!

Hot Dogs, Horseshoes & Hand Grenades

Do you like hot dogs? How about horseshoes? Hand grenades? (everyone likes hand grenades) Anyway, we've got all that, and guns. SO MANY GUNS. So if you like ordnance, meat, and far too many groan-worthy puns, this is the VR sandbox game for you.

[previewyoutube=VmhtHSCIKgU;full][/previewyoutube] Howdy folks! We've got another small incremental testing build for y'all this week. This is mostly for iterating on a bunch of the constructs that will be showing up in the new Take & Hold level, while we continue working on the actual environment. Things go well and we're at the 95% mark on actual level geometry & lighting setup. Next up is visual effects, more props, and getting the mode specific game logic in, which means we're in spitting distance of actually being able to have you folks test it! Looking like mid-October, assuming everything keeps going well. Anywho, if you're running the Experimental build I'd love it if you could play around with the new Constructs in the Institution Preview scene and let me know what you think so far! Have a WONDERFUL weekend. Peace, Anton [h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3][list] [*] Right click H3 in Steam [*] Go to Properties [*] Click Betas [*] Click The Dropdown [*] Select Experimental! [/list] [h2]Full Changelog - Update 111e5[/h2] [h3]Additions:[/h3][list] [*] Added Floater, Iris and Blister Constructs to Sosig Spawner [/list] [h3]Changes:[/h3][list] [*] [TnH] Tweaked Floater explosion rate to be much faster and tweaked physics behavior [*] [TnH] Made Floater explosion radius larger and added further VFX [*] [TnH] Replaced Floater Sound FX [*] [TnH] Node projectiles now spawn a trio of Vaporizing Energy bullets [*] [TnH] Blister now has far more transparent detection beams, uses an ambient sound, and has multiple speeds [*] Tweaked Vaporizing Energy Bullet [/list] [h3]Fixes:[/h3][list] [*] [TnH] Fixed Floater node not detecting player [*] [TnH] Blister scan beams now properly disable on destruction [*] [TnH] Fixed damage multipliers on a number of destructibles [*] [TnH] Fixed destructibles that function like environment objects not receiving explosive damage [/list] [h3]API Changes:[/h3][list] [*] Added FVRLoopedAudioEntity class. NOTE THIS IS STILL IN PROGRESS and a bunch of its features are just stubbed in. [/list] [h3]Known Issues:[/h3][list] [*] Vaporizing Energy Bullets do not do ‘normal’ damage, and only invoke the Vaporize effect on Sosigs. This will be amended soon. [/list]