Development update June 10, 2026 (Patreon)
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Content
This development update report includes changes made after February 10, 2026, not only ones done in past 30 days.
More UI changes, implemented commenting at Creations pages, added Resonance system that is meant to replace rating system (users essentially receive voting power and can use it to increase/decrease popularity of Creations, but Creation's Resonance has a half-life).
Grappling hook and kinetic module have been reworked (mostly towards not dealing random damage to whoever is using them), although I might adjust it a bit more soon. Both grappling hook and kinetic module get health pools to hopefully allow even more interesting gameplay scenarios now.
Hould Walker-CS is more agile now.
Projectile size is included during projectile and vehicle collisions now (easier to hit drones with plasmagun/rockets/BNG projectiles).
Ragdolls are less jello-ish - if something is pushing ragdoll's limb (for example an impact) then the whole body inherits a portion of that impulse, not just an affected limb. Previously it was mimicked during projectile damage only but I reworked it in a way so every body part affects any other body part as long as they are connected. This should fix issues like abnormally spinning arms too.
A bit more customization for custom guns using Level Editor (ricochet settings, option to make grenades detonate on collision with any entity surface, not just flesh).
Star Defenders 2D got few fixes, gevanni.com:3000 server has been updated to most recent version that was done by other contributors in the meantime. Plazma Burst 2 website is functioning back again (I mentioned it in previous posts).
As for me - I can work on my projects and I'm in ok conditions for now. Previous posts describe my situation a little bit better.
Plazma Burst 3
Gameplay
- Fixed a crash related to voice lines playback of disconnected players;
- Slight dynamic light optimization by removing unneded state requests from GPU;
- Slight optimization to occasionally slow AI logic when it comes to threat waypoint clearance;
- Fixed a bug that was causing AI characters to not properly recognize non-finalized destructibles movable on their path, especially if there is more than one destructible movable;
- Fixed a bug that was causing Drain Light weapon to be able to damage teammates when friendly fire is disabled;
- Disabled sword clashing with teammates when friendly fire is disabled;
- Toxic clouds now damage teammates as well as player who threw them if friendly fire is disabled;
- Made it so laser mines damage teammates, although proximity mines still won't;
- Decreased plasmagun projectile dynamic light brightness;
- Made player destruction effect scale projectile health up enough to prevent plasmagun projectiles from chain-detonating while character is either in slow-motion or has rage effect;
- Made it so double jump and self-boost are reset whenever jumping on kinetic jump pads;
- Fixed an issue that was occasionally making self-boost sound to not play when played shortly after previous self-boost sound;
- Made characters more likely to grab onto angled ledges;
- Added measures to prevent ragdolls from looking too jello-like and having arms spin way too often;
- Fixed a bug that was causing player collision boxes often being put into the ground on spawn;
- Fixed an issue that was causing arms spinning on break;
- Made it so extra anti-spin forces are properly removed on destruction as well as recreated whenever any limb is lost;
- Removed old anti-arm spin mesaure that was been applied to ragdolls pushed with projectiles;
- Reworked arm swing behavior whenever character is sprinting forwards/backwards;
- Made walls less penetratable with bullet-based weapons, increased accuracy of low damage limit detection for bullet deletion inside of walls so it is not framerate-dependant;
- Made it so ragdolls are more likely to not be stuck in crouching position after anti-spin forces were added;
- Reworked Hound Walker-CS movement logic to be faster;
- Re-added crouch/jump for Hound Walker-CS;
- Made minigun version of a weapon for Hound Walker-CS;
- Added sprint support and functionality to Hound Walker-CS;
- Made it so Hound Walker-CS turrets turn more accurately;
- Made it so Hound Walker-CS spawns in idling state in which Hound Walker-CS would end up only after few seconds of simulation;
- Fixed Hound Walker-CS's turret shaking whenever legs are missing;
- Fixed an issue that was causing reworked Hound Walker-CS to keep standing up if someone been driving it;
- Fixed a bug that was causing Hound Walker-CS to flip after unpausing;
- Made it so initial parts placement for Hound Walker-CS recognizes scaling properly;
- Made it so Hound Walker-CS death sequence particles offset includes scaling;
- Made it so Hound Walker-CS scale affects sound pitch and volume;
- Reworked damage reporting screen flashing to be mostly on edges of the screen and added glitch effect to it;
- Fixed a bug that was causing Hound Walker-CS shake during low framerate;
- Brought back old screen flash effect on damage dealt to enemies, but made it only appear near edges of screen, optimized per-pixel distance calculation;
- Reworked color dithering to be less noticeable and more optimized;
- Optimized point overlap with shapes test which is used in dynamic light generation as well as projectile hitting entities logic;
- Optimized dynamic light generation by reusing point overlap test for all rays coming from same light source;
- Optimized dynamic lights to make it possible for rays to be calculated without waiting on each other;
- Optimized cloth simulation (skin accessories) on Maps with many 3D entities;
- Implemented stable less spring-y rope logic;
- Made grappling hooks less lethal near walls and entities;
- Added unusual character scale handling in stable rope logic;
- Fixed a bug that was causing small scale characters to take too much fall damage;
- Fixed an issue that was causing rope hook movement inconsistencies in slow-motion;
- Fixed an issue that was causing laying players to not be able to launch hooks (they used to always hit ground);
- Decreased small scale characters push-back on hook launch;
- Added stable pull logic for grappling hooks hooking onto dynamic bodies that aren't static walls or movables;
- Made it so vehicle's driver attachment part is being pulled by active hook as well;
- Made it so sprinting works while using grappling hook, it activates rope shrinking now;
- Made it so AI characters that are moving on elevator aren't glancing at the previous position of the elevator;
- Fixed an issue that was causing 2D mode setting to be ignored;
- Decreased knockback when deflecting projectiles;
- Made it so deflected projectiles have proper trail smoothing instead of having abrupt polygonal overlap;
- Fixed a bug that was causing guns with dynamic opacity glow layer to appear visible in singleplayer during reloading;
- Made it possible to swing on grappling hook ropes with arrow keys;
- Fixed an issue that was causing ropes to not properly remove constraints on full removal;
- Reworked rope geometry generation;
- Fixed hook collapsing sequence visual bugs;
- Added hitpoints to ropes, reworked rope damaging by projectiles and explosipns;
- Made it possible for ropes to be damaged by beams and kicks;
- Fixed a bug that was causing weird collapse sequence when rope was broken by fire source;
- Hopefully fixed a bug that was causing collapsing rope to throw body it was attached too very fast;
- Made flamethrower be able to damage ropes;
- Added particle debris spawn for broken rope segments;
- Fixed incorrect hitboxes of collapsing ropes;
- Fixed bugs related to segmentes reappearing if rope gets broken during collapsing;
- Added rope push from explosions;
- Made it so energy hooks don't have strict length corrections;
- Made it impossible to swing energy hook and deal lethal damage from around the corner just from hook impact;
- Added step transparency support for energy hooks in order to prevent visual artifacts near arm;
- Re-added UV animations to kinetic modules;
- Decreased forces applied to kinetic module initiator;
- Fixed a bug that was allowing flying up indefinitely with reworked kinetic module;
- Made it so camera position limiting isn't based on player collision box but player's pelvis instead;
- Fixed grabbing onto walls with feedbackless kinetic module;
- Fixed an issue that was causing hooks to spin when collapsing;
- Made crates lighter;
- Fixed a bug that was causing ropes to enter sleep mode and stay frozen mid-air;
- Made it so broken apart parts of rope do not collapse into player;
- Made it so jetpack and doublejump aren't activated with jump key whenever player has active grappling hook that is connected to something;
- Fixed a lot of cases that were causing players to take unexpected damage when being pulled around the corners with grappling hool
- Fixed bugs related to arms exploding due to attempt to climb while being pulled with grappling hook;
- Made it so ledge grabbing is cancelled whenever grappling hook force is too high;
- Fixed issues related to grappling hook segment spinning by adding fallback resolve method if line of sight test fails;
- Replaced restoration of valid positions of rope segments with forces pulling towards valid positions in order to prevent rope shakiness;
- Added limb separation test scheduling whenever character stops using rope;
- Fixed an issue of rope not being visually attached to arm due to less strict attachment joint;
- Fixed a visual bug of incorrect segment length shown whenever arm attachment segment is same as last rope segment;
- Decreased grappling hook control hints size;
- Fixed a bug that was causing energy hooks to collapse into initiator even if parts were not connected anymore due to damage;
- Fixed an issue that was causing idling rope to slowly push idling stable character;
- Re-implemented visual rounding of rope segments with respect of per-segment destruction;
- Decreased number of dynamic lights produced by kinatic module, re-added dynamic light generation by energy hooks;
- Fixed an issue that was causing kinetic module's hook to phase through very thin walls like glass in Beta DM Map;
- Fixed an issue that was causing unrolled grappling hook segments to be placed on top of last available segment rather than being placed as continuation;
- Added extra protection against ragdolls being pushed into walls during stable rope resolving;
- Updated movable logic to make it properly invalidate overlapped rope segment positions;
- Fixed a bug that was causing ropes to get completely stuck in liquids;
- Readjusted different grappling hook style movement in liquids;
- Added kinetic module hook breaking whenever it is being stretched too far around the corners;
- Made it so collapsing kinetic module hook shrinks visual segment size as well as randomized offsets;
- Fixed a bug that was causing grappling hook to break instantly when launched into ground;
- Fixed a bug that was causing grappling hooks to stretcgh indefinitely for dead characters;
- Fixed a bug that was causing ropes to break without collapsing nor sound whenever they were broken for dead characters;
- Fixed a bug that was causing dynamic light flickering whenever crates were damaged with beam weapons;
- Made it so projectile radius is included during collision detection with entities;
- Made it so beam weapons don't stop at see-through walls;
- Added colored spark particles for cases when energy hooks are broken;
- Fixed an issue that was preventing player from moving itself while sticking to walls using energy hooks;
- Made it so Space + X always shrink hooks;
- Adjusted hook breaking from high pull forces, made these simulate rope segment breaking;
- Adjusted stability damage from pulling grappling hooks;
- Added health pools to grappling hooks while allowed projectiles to pass through, added damage effects and push;
- Reworked rope break states to be per-segment instead of per-joint;
- Reworked rope geometry generation to avoid some of known bugs and visual artifacts;
- Fixed crash on AI trying to follow outdated path while AI character wasn't standing near any waypoints.
Interface
- Made it so Multiplayer lobby game join/start noitifications show user nicknames and they are clickable;
- Made it so clicking on user nicknames in Multiplayer lobby starts replying rather than shows context menu, moved context menu to right click. Made it so wheel click opens profile;
- Made it so replying on Multiplayer lobby overrides previous reply target;
- Made icons for adding Creations to favorites, opening in Level Editor, opening in Skin Editor, opening sounds/images in new tab and play button;
- Implemented adding to favorites;
- Implemented Creation comments listing;
- Added post-page-load Resonance points error message that updates user's Resonance point without page refresh;
- Implemented Creation comment editing/deletion/mass deletion;
- Implemented Creation comment posting;
- Made it so "Add to favorites" button acts more like checkbox in terms of sound and visuals;
- Made it so Creation comments listing is updated after posting;
- Made it so user's Resonance value updates right after posting;
- Made it so Creation preview rows are hidden on Creation's page if they are missing anyway;
- Reorganized translation caption collection for templates to be more unified;
- Implemented notifications for posted comments;
- Added new comment notification settings to Editing tab of Settings;
- Made it so notification messages contain Creation title and comment itself while viewed in conversations;
- Made it so comments from ignored users are blurred out and grayscaled;
- Updated Creation descriptions to stand out visually, fixed text selection not working;
- Fixed a bug that was causing Creation sections to not appear when description is shown;
- Made and added icons to user profile buttons;
- Made sections appear a bit faster;
- Added support for a few missing characters to be shown in chat;
- Updated game start window, added Multiplayer/Singleplayer switch as well as added "Save as default Multiplayer/Singleplayer config" button;
- Made it so "Play"/"Play this Map" buttons automatically add recommended Modules if these are specified;
- Fixed an issue that was causing comments to be scrollable horizontally instead of wrapping words to new lines;
- Fixed a bug that was causing Resonance points to not go past 100 occasionally, made it so Creation-related Resonance points are always shown;
- Fixed division by zero crash in leaderboard's logic;
- Made it so Chat open key can be bound to different keys;
- Added Patreon authentication button to the first screen new players see;
- Added hint about authentication file reset via repeated Patreon authentication to "Security notes";
- Fixed an occasional crash on Ctrl + V press;
- Made it possible for users to unlist their Creations from global lists despite them being in User's Public Folder (this setting is in Settings > Editing);
- Fixed a typo "Gamepaly" -> "Gameplay".
Multiplayer
- Fixed a bug that was causing enemy_down voice lines to not be played in Multiplayer mode;
- Updated skin data download speed to take network struggles into account, which hopefully will eliminate network lags whenever new player with complex skin joins Multiplayer game;
- Fixed rope resize sound flood in Multiplayer;
- Somewhat increased connection duration limits for slower connections;
- Fixed a bug that was causing connection data to be sent way too many times in case of slower connections;
- Added stricter Multiplayer packet size cap to hopefully improve some of cases where slower connections could not connect to games;
- Fixed a few more reasons why games would not start on official servers sometimes;
- Made it so Creations downloading while connecting to Multiplayer games does not make progress number appear red;
- Made it so client game instances that are running in inactive tabs still would keep pinging Multiplayer server they are connected to at least once per second (in order to keep connection not being timed out);
- Implemented delayed and ordered cachable data application in Multiplayer mode through cache server (server won't need to send same data to every client and clients will be able to cache same Multiplayer data if hash is matching whenever they rejoin same kind of game mode or see same skins/images/sounds/music);
- Added logging of big cachable data being downloaded/uploaded on network performance graph (versions of Creations like skins, sounds, static snapshot etc);
- Fixed a bug that was causing skins to be made indefinitely on client-side if server can't provide skin pointer;
- Fixed a bug that was causing temporary versions of custom skins to be sent and updated on client-side 2 extra times even though it is not needed;
- Fixed a bug that was causing server host's skin to end up being disposed and never reloaded which would result into 2nd server instance to not have server host skin loaded;
- Configured caching to work without requests to server at all if browser still remembers cached version of data that Multiplayer server is trying to send;
- Added automatic and sooner reconnection for cases when client can not connect to the server on 1st try;
- Fixed a bug that was causing server instances to go at increasing update rate when game window reappars;
- Improved reconnection logic in case of WebRTC connection errors;
- Fixed reconnection timer being stopped when it should have not been;
- Fixed a bug that was causing server owner's skin to be not marked as synchronizable for connected players;
- Fixed some of rare game start crashes;
- Fixed a crash on attempt to create frozen spot on movable that was not synchronized to client yet;
- Updated Beta Deathmatch gamemode a little;
- Hopefully fixed crash in Multiplayer that was related to re-synchronization of bullet holes on entity that was about to be removed;
- Added Hound Walker-CS extra legs position information to synchronized data;
- Fixed a bug that was causing weapons to shake whenever they are colliding with walls in trusted player positions mode;
- Hopefully fixed an issue that was causing local_timeout_error to happen way too often when Match instance requests some data from main server using chat service;
- Added measure to prevent nickname cache not being reset until full game restart;
- Fixed a bug that was causing held grenades to have infinite mass when applying group-based position prediction on client-side, causing whole player to visually move around whenever they swing held grenade in arms if observer client has high ping;
- Patched a crash related to rope creation on Maps with walls at zero coordinates;
- Made it so clients do not have destruction logic applied to destoryable movables every time they appear on screen due to partial sync, which should prevent extra stuttering on Maps with many destructible movables;
- Reworked rope synchronization;
- Fixed a server crash on attempt to hook onto ragdolls that are on ledges;
- Implemented speculative grappling hook controlling in Multiplayer;
- Fixed bugs related to both server-side and client-side hooks appearance at the same time;
- Made it possible for client-side hooks to stick to static walls;
- Fixed an issue that was causing hook length to not change on speculative hook;
- Added hook length re-sync that is applied whenever hook length has stopped changing;
- Made it so player's hook is always synchronized fully, fixed vision mismatch bug;
- Improved length desync resolving in Multiplayer for speculative grappling hooks, made time traveling and resimulation less probable when using grappling hook;
- Added speculative grappling hook synchronization for tusted player positions mode;
- Made it so server-side grappling hook does not apply any forces to bodies held by speculative grappling hook on client-side;
- Optimized attachment lookup for trusted player position hooks on server side;
- Fixed opacity desync for server-side rope due to collapsing state not being reverted in case of initiator disappearing from client's screen;
- Made it so speculative rope inherits damage and attachment states of server-side rope;
- Made it so trusted player positions clients can't affect their rope's segments existence and hitpoints;
- Fixed a bug that was causing repeated speculative player resimulation whenever player was held by other player's grappling hook;
- Fixed a crash on attempt to spawn rope for other dead character in Multiplayer mode;
- Fixed a crash on attempt to spawn rope without style information known;
- Fixed a crash on attempt to simulate speculative damage on client-side from grappling hooks.
Skin Editor
- Made it so Skin Editor cleans up XML parsing error messages out of skin structure during saving;
- Fixed an issue causing XML parse errors to ignore some of skin properties;
- Fixed a bug that was causing pistols to appear behind lower arms if upper arm and lower arm layer offsets were swapped;
- Added option to draw thighs over calfs in Skin Editor.
Level Editor
- Fixed a bug that was preventing Level Editor guide from opening in downloadable version of the game;
- Exposed access to all dynamic lights in world for scripting;
- Made it possible to make ragdolls speak sounds as well as skin voice lines;
- Made it so gun sounds can accept null values, not just undefined values;
- Exposed a few more parameters when crearting Hint objects through scripting;
- Fixed a bug that was causing Level Editor-defined drivers to have buggy bounding box that would affect camera position limits;
- Fixed a bug that was causing initial player-controlled driver to not have vehicle zoom applied;
- Made it possible to play custom sounds only for specific ragdoll/data connection, updated Beta DM so grenade pickup sound isn't played for everyone;
- Fixed a crash on mesh-less blaster projectiles hitting walls;
- Possibly fixed a crash related to frozen spots being spawned in unusual way;
- Fixed a bug that wasn't letting Level Editor-made sounds to be played for specific connections, added support for playing sounds unique to specific team or ragdoll;
- Fixed a bug that was causing full frame tick timers to tick even during Level Editor's pause;
- Fixed an issue causing full frame tick timers to not being labeled correctly in Structure view of Level Editor;
- Fixed a bug that was causing Modules to be duplicated in Modules list on every singleplayer Map restart and thus potentially slow-down some of calculations;
- Added support for grenades that explode on impact with non-flesh entities;
- Exposed pb2GunClass properties detonates_on_entity_collisions, detonates_on_organic_entities_only, ricochet_speed_condition and ricochet_speed_decay_multiplier to scripting.
Server
- Fixed a bug that was causing invalidated authentication file users stay connected to chat service.
Sounds
- Made sounds for Hound Walker-CS minigun (3 sounds);
- Made sounds for grappling hook and kinetic module snapping (2 sounds);
- Made sound for grappling hook being damaged (1 sound);
- Updated shield explosion sound (1 sound).