Update 112 Alpha 3 is now Live on the Alpha 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=dcHVA_JSnTc;full][/previewyoutube] Howdy folks! Have a small system test update for y'all this week. We're trying to make the tactical smoke systems in H3 function more reliably in terms of blocking line of sight, and correctly disabling and impairing sosigs when they're intersected by smoke. Check the devlog for more details on what's being tested. Assuming this isn't a performance disaster, these changes will be rolled out to the remainder of the smoke-emitting objects in game, and an API will be finalized to make it easier for Modders to play with this new functionality :-) Hope y'all have a wonderful weekend! Peace, Anton [h2]Full Changelog - Update 112 Alpha 3[/h2] [h3]Additions:[/h3][list] [*] Added New System: Gas Solid Status Effects. Allows gas spheroids (from smoke grenades, gas grenades, etc. to cause blind, confusion, stunning, unconsciousness and buffs/debuffs to Sosigs. [/list] [h3]Changes:[/h3][list] [*] Changed Physics collision logic for gas spheroids for White smoke grenades (still experimenting with performance). They should more consistently block line of sight now. [*] Changed Mustard and Toxic Squarrels to emit gas spheroids that cause knockout and vomitting damage over time respectively. [*] Changed texture on Toxic Squarrel [*] Changed explosion behavior on TurboBangsnap [*] Optimized some explosion damage sampling intersection logic. [/list]