Added Source style (Garry's Mod) FOV with a toggle for people that prefer the old fov method
Added scrolling to the scoreboard when there's too many people
Broken barricades now respect the original rules, less than 4 nails means the prop gives instantly when broken, with 4 nails you have a 5 second grace period
Adjusted the spacing between nails, now it's more forgiving and similar to how it was originally
Improved the detection for repairing/hitting zombies so it's less frustrating
Various adjustments to the height of props to feel realistic
Dialed back slowdown when shooting zombies in the legs
Optimized various HUD elements
Optimized the survivor bots behavior to use less resources
Optimizations to various menu elements
Optimizations to traces & actions that the players/bots can do
Optimized 3D2D elements like team tags and the barricade info
Heavily optimized ragdolls, effects and gore system
Various other optimizations so they use more efficient functions
Fixed planks having excesive HP by accident
Fixed hammers not being able to break glass
Improved a stutter associated to the custom localization system
Removed references to assets that didn't exist anymore
Zombie bots might misbehave at high playercounts due to conflicts in their tactics/behavior, will fix when i get the time!
Fixed a bug that didn't let the game compile
Fixed barricades sometimes taking unexpected HP values
You can get money for healing and repairing now, even better if you're that role!
New opacity filter for people that are too close to you so you can see better
New nametags for the people that you're aiming at to know who they are
Improved performance on high playercounts (in specific flashlights & corpses)
Various performance enhancements
Fixed that dead player zombies/human bodies didn't despawn after death leading to crippling FPS drops
Fixed wrong nail positions on the plank barricades set at the start
Fixed HP bar displaying percentage instead of HP points so zombies can see their actual HP
In some situations the opacity shader for people might misbehave if you see them partially
Improved & adjusted how holding props can feel and added fine tuning for further adjustments
When hovering over a nailed prop now it highlights the nails that it has
Now the barricading mechanic follows how barricading was before, nailing props together welds them and nailing against walls, ceilings and floors freezes them.
Now crouch jumping works similar to how it was before in Garry's Mod
Barricade UI is more intuitive on what each bar & symbol means
Smoothed the camera a bit so it doesn't feel choppy when going up stairs & similar
Adjusted sizing of various props
Fixed players being incorrectly sized according to what they chose in the character creator
The props might feel a bit choppy when being held mid-air, going to have to smooth it out a bit
Experimentally added two new weapons, the AK and the Deagle to help bridge the gap between the tiers of weapons, i still need to rebalance the whole economy but more weapons help bridge some gaps and make it more fun in general
Added a credits button in the main menu for licenses
Using the default M4 and USP animations as reference for the new guns temporarily since it takes a long time to make custom animations for them
You can now dismember limbs with more granularity
Zombie armor is now visible and more intuitive, you need higher calibers to penetrate it that the veteran can see.
Temporarily i will use the tactical vest & helmet to show that mechanic but when i get models in for the zombies their skin will be the armor itself in some cases.
Temporarily added a text above the shop until i add a mechanic to show where it could be
Improved hitboxes in a pretty big way, there's a lot more granularity on what can be hit (more hitboxes in general) and how much damage it could do depending on their weak spots
Fixed bug that made zombies T pose for a couple of frames after dying
Fixed some hitboxes being misaligned that caused some bullets to miss
Fixed some hitboxes still staying after removing a limb
Ported back some post processing effects present in the original Source 1 engine
Tools now give you free ammo when bought and it's clear in the inspector too
Zombie vision is more clear & bright so it acts as a flashlight replacement
Shop is a lot more clear
Improved the black & white filter on low hp
Improved the glass shader & texture to bring it up to the game's standards
Fixed some issue with the impact reaction of zombies, now they react based off the bones hit instead of the one found in their animgraph
Fixed some issues that arose with the quadratic falloff of light of the engine
Fixed some gore decals being misplaced
Fixed the gore system to be more in line with what's specified
You can now press the flashlight key (F) to activate Zombie Vision to see clearly
Now zombies see the heartbeats of the humans
Added hint for phasing through barricades using the phase (Z) key
Improved & organized the shop and loadout to make it more intuitive and less cluttered (will do more passes in the future!)
Fixed some UI stuff on the end rounds statistics
You can now refund purchases in the loadout & shop interfaces
You can search & filter whatever you need much easily
You can now buy individual mags or fill the reserves of a caliber directly from the shop & loadout interface
Added QoL features to the shop such as instant-buy
Added some SVG ammo icons for easy & quick identification of calibers
The shop and loadout interface are way cleaner and intuitive, it still needs more passes but it's a good first iteration on a interface that was pretty bad before
The "Loadout" part of the shop interface is more clear and refers to what the player posseses
The "Shop" part of the shop interface now supports filters, search and clearly separates weapon types, calibers and if it's a primary or a sidearm.
The "Inspector" part of the shop interface offers a better look at what the gun is capable of, as well as supporting a fast and efficient comparison between what you have and what you want to buy
The tools, grenades and deployables are now grouped under a "Equipment" tab instead
Switched .357 caliber to .44 to support other weapons
Hint when you're near a shop to buy
Engineer bot barricading behaviour is a bit more lenient on the way it handles props
Survivor bots now defend outer barricades much better
A lot of survivor bot enhancements so they play like an average player
Zombie bots now path smoothly towards nearest humans
Zombie bots now support newer behaviours
Bots overall are less robotic (needs tweaking)
Hammer viewmodel producing a shadow while using the flashlight
Other small bugfixes
Changed trader position temporarily, it is now inside for now until i add some stuff that is missing!
When someone is inside the prop it will be indicated with a new shader & will be solid once nothing is inside
Flashlight added for humans using the flashlight key
You now go slower when holding heavy props (still needs tweaking)
Prop holding shader is now way better, you can see the prop itself while holding it instead of a gray box
Now the props have different mass numbers to achieve parity to how it was before
Prop holding behaviour is different to try to achieve parity to how it was before
Changed recoil & sway values for various guns
Fixed shooting through props held by teammates, now they go through normally
Fixed hipfiring near teammates no longer makes your bullets go in the wrong direction
Fixed bones getting messed up when the host has low performance
Lag compensation for multiplayer stability & feel, it should feel very smooth even on high ping & packet loss!
If you don't buy a gun in the loadout it will automatically buy it for you (if you got the money), optional in the future!
If people join late now they receive a default loadout for their role (with preference to their default loadout in shop)
Controls for the prop control displayed on the UI directly instead of being hidden
Shader for when you're holding a prop so it's easier to see & barricade
Shooting zombies, UI like the shop and loadout, shaders, it's all cached when you enter the game, it's super smooth now!
A lot lot of multiplayer improvements, (almost) everything is networked correctly and synced with the host
When people join now the bots don't leave so new players can learn from them
Adjusted zombie spawn intervals so it's more balanced
Fast zombie pounce & climb behavior is now fixed
Now bullets can pass through everything that is not props/map geometry without being a wasted bullet
Fixed a lot of networking issues with the clients such as them being able to phase through barricades without pressing Z & more!
When clients leave now they drop everything to the ground
Various syncronization refinements to multiplayer games, it should at the very least be stable enough for games
Not being able to reset the round after winning/losing
Clients on a host server not being able to buy or interact with their inventory
Various stability & replication improvements
The clients on a host server can pass through nailed props without using the phase key (engineer props pretty sure)
Main menu leafs might have missing textures, can't replicate
You now get weaker as you get to down to low health, so you'd have to get healed to regain your strength again
Your clothing & skin tone now gets rendered in all of the first person viewmodels correctly
Refinements to barricade logic to the engineer bot
Complete sound sync with all of the weapons
Bonemerged tools & weapons correctly display under veteran vision
Engineer bot no longer can repair through walls
Multiplayer seems to be broken as of 29/09/2026, will be up & working ASAP!
Fast zombie bots can have incorrect pounce & climbing behaviour in some rare situations
You can now 'trust' people straight from the lobby screen
You can now chat & use voice in the lobby screen
Streamlined lobby creation, it now instantly hosts a lobby when pressing it & has common default values
Balanced zombie bot count according to a floor of 3 players
Various optimizations
Lowered volume of metal ricochet when hitting armoured zombies
Fast zombie can misbehave during the pounce behaviour
Magnum has an incorrect model displayed during veteran perk vision
Engineer doesn't have LoS check for repairs yet
First iteration of the gore system
Better hit feedback on zombies & humans
Visible hit feedback when you get hit by a zombie
Humans killed by zombies now revive as fresh dead in the same place, still needs refinement
Re-added bullet holes & decals for hitting stuff
Animations for all weapons now fully utilize their animgraph parameters
Optimizations to far zombie bot pathing
Fixed animation bug with the shotgun while reloading
Fast zombies sometimes get stuck due to conflicts in their pounce behavior
Barricade planning behavior and placement for engineer bots.
Overall bot improvement for new players.
Bots getting stuck mid-air on certain map spots.
Props not adquiring the right mass after being overwritten.
Barricade phasing having an incorrect value.
Bots may get stuck in rare situations, further playtesting may be needed.
Temporary UI element for displaying bot behavior to the human team
Interface for picking zombie classes if turned
Survivor bots now have more nuance in their strategies & behavior to aid new player experience
Barricade phasing now has a fixed speed and is more consistent
Player controlled zombies correctly have different action sets compared to humans
Third-person camera correctly behaves in relation to what your character is seeing
Bots could still possibly misbehave in rare edge cases