Devlog Video here: [url=https://www.youtube.com/watch?v=iPqIfDG207o]Link[/url] https://www.youtube.com/watch?v=iPqIfDG207o Update Notes: Additions: [list] [*]Added New Firearm: SPAS-12 Shotgun w. Folding Stock (12 Gauge) [*]Added New Firearm: SPAS-12 Tactical Mod w. Rail & Shell Holder [*]Added New System: Impact VFX, based on bullet type, eventually material-reactive (still working on it) [*]Added New Attachment: Elevated Red Dot Sight [*]Added New Attachment: PK23 Red Dot Sight [*]Added New Attachment: KDR Reflex Sight [*]Added New Attachment: Tactical 12-60x Scope [*]Added New Attachment: Tactical Laser v.2 (with accessory rail) [*]Added New Attachment: Canted 45 degree Rail Adapter [*]Added New Attachments: Twin Canted 45 degree Rail Adapter (Short and Long) [*]Added New Attachments: Rail Mount Riser (Short and Tall) [*]Added New Control Option: Gun Rig Mode - Gun forward aligned to controller top, two handed guns remain locked forward even when held with two hands. (Note this may result is some positional disconnect of gun and controller trigger/grip) [*]Added New Option: Global Quality Options (Ultra, High, Medium, Low, Potato, TurboPotato) [*]Added New Locomotion Option: Touchpad Movement can now be using Click or Touch [*]Added New Locomotion Option: Touchpad Movement can now be Head or Controller Relative [*]Added New Locomotion Option: Touchpad Movement can now use fixed or variable speed [/list] Changes: [list] [*]All two-handed weapons use positional and rotational interpolation when grabbing main grip [*]All two-handed weapons can be picked up by their foregrips now [*]All Rail attachments and adapters can be mounted forward or backward [*]All pump-action shotguns can be inertially racked by holding the trigger while held solely by the foregrip. [*]Muzzle Smoke Setup Rebuilt for all Handguns [*]Realistic Muzzle Fire Added to all Handguns (not present when firing suppressed) [*]Muzzle Smoke Setup Rebuilt for all Rifles and Carbines. [*]Realistic Muzzle Fire Added to all Rifles and Carbines (not present when firing suppressed) [*]Muzzle Smoke Setup Rebuilt for all Shotguns. [*]Realistic Muzzle Fire Added to all Shotguns (not present when firing suppressed) [*]Gasout/breach smoke added for Handguns, Rifles, Carbines, [*]Muzzle Fire FX have a low-light alternate mode (much larger/brighter) used in low-light scenes [*]Muzzle Flash in low-light scenes actually emits light using a shared system [*]G36C now has functional flip-sight, allowing you to choose between field-goal and aperture style backsight. [*]Double-stack magazines now have proxy bullets update to be left/right biased correctly in stack [*]Pp91 now has a functional flip-backsight, toggleable between field-goal and aperture style backsight. [*]Pp91 now has a functional foregrip zone allowing stabilization/two-hand aiming [*]Pp91 now has a Picatinny Rail strip on its right side for tactical configuration possibilities [*]Mac11 now has a functional foregrip zone allowing stabilization/two-hand aiming [*]Mp5a2 now has a functional rear-sight that can toggle between 15m, 25m and 100m zero [*]Mp5a2 now has a Picatinny Rail strip down its topside for tactical configuration possibilities [*]Mp5a2 now has a functional integrated flashlight in its fore [*]Holo and Red Dot sights can now zero at 15m and 100m as well [*]Muzzle Smoke Effect is now affected by ambient light (ie. isn’t weirdly bright in night scenes) More tuning needed [*]Lowered Muzzle Smoke opacity to compensate for new light reactivity [*]Toned down Muzzle Smoke amount for shotguns. [*]New Low-light mode added to scene-settings (used in Arizona At Night) [*]Flipzo Lighter now emits actual light (note for best perf. results, only have 1-2 active at once) [*]Flashlight Effect Rebuilt with better cookie, FOV, with some ambient spill. [*]Particle System Motes removed from hands (they look silly w. Sliding movement) [*]Ambient wind audio from Arizona At Night added to daytime scene [*]Roman Candle Charges now actually emit colored light when they explode [*]Recoil System Tweaked: Linear and Rotational Recoil are now separate factors, holding forward grip transfers rotational recoil into linear recoil. [*]Recoil while not holding forward grip is now mostly rotational [*]Shotguns now properly have much lower recoil when cycling low-pressure shells (like dragon’s breath, freedomfetti, etc.) [/list] Fixes: [list] [*]Fixed glitches with pose interpolation system for grabbed objects [*]Fixed MP5k Suppressor Attachment location [*]Fixed Misalignment of rail mount for G22, G22 Full Auto [*]Holosight reticle size behavior is now correct (or as correct as I can get it) [*]Pump Action Foregrips now move more snappily and reliably [*]Fixed automatic shotgun bolt movement speed issues [*]Fixed Interaction not ending when hand super-distant from firearms on bipod [*]Firearms with Bipods enabled can now no longer be grabbed errantly with touchpad menu grab laser [*]Pp91 Iron Sights now properly converge to trajectory at 15m [*]AKM Front Iron Sight raised to calibrate default sight convergence to trajectory at 15m [*]Trigger Reset sound now properly only plays on a trigger pull that freed the hammer on ClosedBoltReceiver Firearms [*]Trigger Reset is accompanied by a brief haptic buzz on ClosedBoltReceiver Firearms [*]Fixed Custom Ammo 50BMG Ammo Types not loading correctly [*]Objects can no longer be kinematically locked (panels, platforms) while in a quickbelt [*]Kinematically locked objects cannot be placed into quickbelt slots. They must be unlocked first [*]Breack-action shotgun unlocking issue fixed [*]Mp5, Mp5k, UMP45 ‘hk-slap’ FINALLY fixed [*]Score sheet in Sniper Range now properly advances to the next set when touched [/list]